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Mage Wars => General Discussion => Topic started by: patrickconnor on May 07, 2013, 01:47:48 PM

Title: Conquest of Kumanjaro - SPOILERS
Post by: patrickconnor on May 07, 2013, 01:47:48 PM
(https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-snc6/c0.0.843.403/p843x403/215357_521563091213121_1375936903_n.png)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Koz on May 07, 2013, 02:10:59 PM
Nice to see the spoilers starting!  Excellent  ;D

This is a pretty expensive card, but could be brutal in the right circumstances.  Obviously you need a decent amount of soldiers out for this to be an effective play, but it could really surprise someone and turn a swarm of weenies into a tidal wave. 

Quick question Patrick, is there a Holy school familiar in set finally?  If so, any chance we could see it spoiled next?

Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sdougla2 on May 07, 2013, 03:26:42 PM
Nice to see the Warlord getting something to support swarms.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: patrickconnor on May 07, 2013, 03:44:17 PM
Quick question Patrick, is there a Holy school familiar in set finally?  If so, any chance we could see it spoiled next?

Sorry, no Holy school familiar in this set.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Koz on May 07, 2013, 04:11:41 PM
Quick question Patrick, is there a Holy school familiar in set finally?  If so, any chance we could see it spoiled next?

Sorry, no Holy school familiar in this set.

Dang!  What's with the boycott on the Holy school familiars?  Everyone has one, even the "mostly creatureless" Forcemaster and the Dark school has TWO!  This would have been the pack to put one in too.  Oh well  :(
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sIKE on May 07, 2013, 06:18:22 PM
It is a consolation but Holy Avenger is very nice (sans a Deathlock play of course). Takes a KoW or an Angel and gives +5 Life! Wicked good, though an additional caster would be nice!
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: labartels on May 07, 2013, 06:42:11 PM
Looking good...let's keep them coming!  :o
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Hale_32bit on May 07, 2013, 10:56:53 PM
Maybe holy familiars don't exist, and it is feature of holy magic?
I think Wizard's Tower could be neutral familiar.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: dexmark on May 08, 2013, 01:06:03 AM
This is a cool card. Just wondering how I could afford this in my Warlord spell book? It is just 2 mana too expensive.  It also has a limitation of just soldiers.

Can't wait to get that 8 point light soldier promo to be available so that would help my Warlord spellbook drastically.. But still this 14 point card is too expensive to cast by 2 mana.

I guess I need to mass 8 point light promo soldier (at least 3 in the field) + 1 Westlock Knight then cast this card for a quick finish.

With the ring of command it will drop the cast by 1 point.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Paleblue on May 08, 2013, 06:36:37 PM
I think that all the temples make up for not having a familiar. Or perhaps as mentioned its just going to be a feature of holy not to have one, but holy damage will continue to not have any resistance.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: baronzaltor on May 08, 2013, 07:22:57 PM
I wouldn't say temples make up for a familiar since any Mage can use them.  I think holy should have one at some point even if its a variant non creature style like Sectarus
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: patrickconnor on May 08, 2013, 11:22:06 PM
Protect your Equipment...
(https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-prn1/21227_522002631169167_3314027_n.png)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Hale_32bit on May 09, 2013, 12:44:15 AM
Useless. It is bad Nullify.

UPD: Sorry. It doesn't destroed after using. it is good.   :)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on May 09, 2013, 12:48:48 AM
Re-read the card. It doesn't expire; it's a suppression cloak for your artifacts. And it can come as a surprise the first time. If you counter an opponent's spell with it, it pays for its own tempo (and likely its own mana), then sits around draining mana until it's dispelled.

It's a 2-for-1 in both mana and tempo if it catches the first dissolve, then catches a dispel.

And I really wouldn't want to try dispelling high cost artifacts through one of these. 8+4 is 2 turns of mana for an opponent's agro deck, where 8 is only 1 (assuming he's spending to 0 every turn).

It's an enchantment, so it works with Enchanter's Ring, and it's meta magic, so it works with Arcane Ring, and it's Holy, so it works with Ring of Asyra. It's got a "protection" keyword, too, which I'm sure will be useful soon enough. It protects against abilities that destroy artifacts, not just spells (Druid?).

It's protection for your wands that can't be baited with a Decoy (Nullify) or Arcane Zap (Jinx), and it's compatible with Nullify so you can stack both.

The major downsides I see are a hefty spellbook price for Warlock (5 points), and Wizard when compared to Nullify (4 vs 1). If agro Priestess (or Priest) is a thing, Armor Ward plus Battle Forge seems like a pretty good way to start. Oh, and it's actually the same spellbook price as Nullify for Warlord!

The more I look at it, the more I love all the design details in this card. I'm not certain it's good (might be kinda situational, requires playtesting) but damn if it isn't beautiful.

Will it prevent the attack from an Explode? I'm thinking no (a shame) but it might, depending on what is meant by, "Destroy the chosen equipment. Then Explode makes the above flame attack against the target Mage."
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Paleblue on May 09, 2013, 01:25:47 AM
Seems funny how there is a Warlock in the picture yet it would be quite an expensive spell for him. But I get the feeling this might be a spell for the paladin, holy / war would make a lot of sense.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on May 09, 2013, 01:51:47 AM
Seems funny how there is a Warlock in the picture yet it would be quite an expensive spell for him. But I get the feeling this might be a spell for the paladin, holy / war would make a lot of sense.

The Warlock shows up in a lot of weird art. The Force Master is depicted stealing his Lash of Hellfire with Steal Equipment, even though she can't legally equip it, so it must be destroyed.

Say... what happens when a Forcemaster tries to use Steal Equipment on a Warlock's Lash of Helfire, and the Warlock reveals Armor Ward? If the Forcemaster can't pay the extra 4 mana....

Steal Equipment (cost 2X): Choose an equipment object attached to target Mage. You control that equipment. You may immediately destroy it; Or, if you can legally attach it to yourself, you may do so, returning any item in that location slot to your spellbook. X = the chosen equipment's casting cost.

Taking the cards as written, it looks like the Forcemaster

So there's a Lash of Helfire attached to the Warlock (step 4)... that is controlled by the Force Master (step 2)?
Have I got that right? I assume the Warlock can't make attacks with equipment he doesn't control. If he summons Sectarus into that equipment slot, I assume his Lash of Helfire is returned to his spellbook? 

For extra confusion, if the Warlock had started with Sectarus (instead of Lash) and the Force Master tried and failed to steal it, but if Sectarus was still attached to the Warlock because of Armor Ward... because Sectarus is legendary the Warlock would be unable to summon another Sectarus to knock the first one back into his spellbook (assuming he's got 2 Sectarus in his spellbook). Hope he's got a Lash or a Wand remaining, or he'll be stuck with a useless sword he can't replace!
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on May 09, 2013, 02:09:31 AM
Rereading the rules, I see that,

Quote
Equipment 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.

The rules don't exactly specify whether or not a mage can attack with equipment that is attached to him but controlled by the other player, but the rules clearly allow you to cast equipment onto your opponent, so there shouldn't be any problem having equipment attached to one player but controlled by the other.

Absent further clarification, I'd assume that you can attack with a weapon attached to you in your weapon slot, even if you don't actually control it?
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Paleblue on May 09, 2013, 08:04:45 PM
Potentially it will have the same ruling as Pacify, in which you cannot reveal it after the attack / action has been declared. Also I would assume that if someone cast's equipment on you that you can use it. Perhaps there will be cursed equipment down the line which has positive and negative effects, which you may want to use on yourself or your opponent.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Brazil on May 10, 2013, 12:58:54 AM
Re-read the card. It doesn't expire; it's a suppression cloak for your artifacts. And it can come as a surprise the first time. If you counter an opponent's spell with it, it pays for its own tempo (and likely its own mana), then sits around draining mana until it's dispelled.

It's a 2-for-1 in both mana and tempo if it catches the first dissolve, then catches a dispel.

And I really wouldn't want to try dispelling high cost artifacts through one of these. 8+4 is 2 turns of mana for an opponent's agro deck, where 8 is only 1 (assuming he's spending to 0 every turn).

It's an enchantment, so it works with Enchanter's Ring, and it's meta magic, so it works with Arcane Ring, and it's Holy, so it works with Ring of Asyra. It's got a "protection" keyword, too, which I'm sure will be useful soon enough. It protects against abilities that destroy artifacts, not just spells (Druid?).

It's protection for your wands that can't be baited with a Decoy (Nullify) or Arcane Zap (Jinx), and it's compatible with Nullify so you can stack both.

The major downsides I see are a hefty spellbook price for Warlock (5 points), and Wizard when compared to Nullify (4 vs 1). If agro Priestess (or Priest) is a thing, Armor Ward plus Battle Forge seems like a pretty good way to start. Oh, and it's actually the same spellbook price as Nullify for Warlord!

The more I look at it, the more I love all the design details in this card. I'm not certain it's good (might be kinda situational, requires playtesting) but damn if it isn't beautiful.

Will it prevent the attack from an Explode? I'm thinking no (a shame) but it might, depending on what is meant by, "Destroy the chosen equipment. Then Explode makes the above flame attack against the target Mage."

It's a terrible spell.  Look if you see some equipment out there you want to destroy with an enchantment on it, people are just going to not risk the destruction spell until they have 4 extra mana, and then they won't have to worry about this spell at all.  Plus, it costs the caster 6 points to force his opponent to spend 4 point extra to destroy it so you're not even getting an economic advantage.   You've heard of throwing away good money after bad.   This is the equivelent of throwing away good mana after bad.    If the spell cost the opponent more than the 6 it cost the caster, then MAYBE it would be worth it.  (still a weak spell since it can be planed for)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Shad0w on May 10, 2013, 06:33:42 AM
Rereading the rules, I see that,

Quote
Equipment 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.

The rules don't exactly specify whether or not a mage can attack with equipment that is attached to him but controlled by the other player, but the rules clearly allow you to cast equipment onto your opponent, so there shouldn't be any problem having equipment attached to one player but controlled by the other.

Absent further clarification, I'd assume that you can attack with a weapon attached to you in your weapon slot, even if you don't actually control it?
For the rules we will discuss them in you other thread http://forum.arcanewonders.com/index.php?topic=12236.0;topicseen
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on May 10, 2013, 12:06:38 PM
It's a terrible spell.  Look if you see some equipment out there you want to destroy with an enchantment on it, people are just going to not risk the destruction spell until they have 4 extra mana, and then they won't have to worry about this spell at all.  Plus, it costs the caster 6 points to force his opponent to spend 4 point extra to destroy it so you're not even getting an economic advantage.   You've heard of throwing away good money after bad.   This is the equivelent of throwing away good mana after bad.    If the spell cost the opponent more than the 6 it cost the caster, then MAYBE it would be worth it.  (still a weak spell since it can be planed for)

You're awfully confident about a card you've neither played, nor had played against you (or are you a playtester?). Armor Ward seems pretty similar to Suppression Cloak, and I haven't heard from anyone yet who thinks Supression Cloak is terrible.

If you're looking for a hard-counter, like in Magic the Gathering, obviously this isn't it. Mage Wars doesn't really have those (except, so far, Divine Intervention at 12 mana). But this spell doesn't seem any easier to play around than Nullify, and I think everyone agrees that Nulify is pretty great. After all, all you have to do to trigger a Nullify is play a Decoy on your opponent, and you'll get your mana back, too.

It's weird to me that you think people won't try to dissolve equipment unless they've got 4 spare mana, just because the opponent has a face down enchantment. Do you play around Nullify and Reverse Magic this carefully, too? There's a lot of things that enchantment could be, and you'll feel kinda silly if you let my face-down Bear's Strength prevent you from Dissolving my Lash of Hellfire.

You're right that the worst case scenario for Armor Ward is that the opponent guesses what it is, has the extra 4 mana to pay, and then never tries to Disolve any other equipment for the rest of the game. That's a 4 mana for 6 mana trade, and a loss of 1 action of tempo.

But that's not actually any worse than the worst case scenario for Nullify: the opponent guesses the Nullify, then doesn't cast any spells on the protected target. 2 to 0 mana trade, and loss of 1 action of tempo.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sdougla2 on May 10, 2013, 03:05:10 PM
One note, you don't get your mana back from Decoy if it gets countered by Nullify. Since the Decoy never resolves, you don't get to use the ability to get the mana back.

Also, I don't think my opponent never targeting my mage with an incantation or enchantment means I've wasted the Nullify. If they would have targeted me otherwise, I'm happy to discourage Ghoul Rot or Teleport or whatever.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: patrickconnor on May 10, 2013, 05:41:53 PM
 Maybe I'll just swim...

(https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-snc6/248144_522576494445114_540115666_n.png)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sdougla2 on May 10, 2013, 06:54:49 PM
The Bridge Troll looks awesome except possibly against the Warlock. I'm looking forward to trying him with the new Beastmaster (the old BM has way too many synergies with animals to be tempted by a non-animal creature like this). With Rhino Hide and Bear Strength he'll be a real beast, and cost similar to other powerful, resilient creatures like Necropian Vampiress with Bear Strength or Steelclaw Grizzly with Vampirism. He won't be able to heal as much potentially, but he doesn't lose his healing if he doesn't manage to land a hit for the turn or he's up against a nonliving creature either.

Bridge Troll is also cheap enough that you could afford to play him and an early Fellella. Even without support, he hits hard, and there is no point in taking incidental shots at him. You need to either focus him down or do your best to ignore him.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sIKE on May 10, 2013, 08:05:44 PM
Man he is a hard hitter! Add in the regen and he is one tough beastie to take down!
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on May 10, 2013, 11:13:57 PM
One note, you don't get your mana back from Decoy if it gets countered by Nullify. Since the Decoy never resolves, you don't get to use the ability to get the mana back.

Also, I don't think my opponent never targeting my mage with an incantation or enchantment means I've wasted the Nullify. If they would have targeted me otherwise, I'm happy to discourage Ghoul Rot or Teleport or whatever.

Oops, yep! Got confused with the Seeking Dispel ruling.

And yes, if Armor Ward preserves my Mage Wand of Sleep and my Suppression Cloak and whatever else because my enemy decides not to dissolve them, I'm totally ok with that. Thats resources well spent.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: DarthDadaD20 on May 11, 2013, 08:21:25 AM
I love bridge troll! I love that he is a solder, and Regenerate 3 is amazing.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sdougla2 on May 11, 2013, 08:29:49 AM
Yeah, I'm thinking Bridge Troll will be a nice addition to a Warlord list as well. Maybe with a few more additions I'll be able to come up with a Warlord list that satisfies me.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on May 11, 2013, 12:01:52 PM
At 13 mana, the obvious comparisons are to Iron Golem and Knight of Westlock. He's got more health and Regenerate, but 0 armor is a major weakness. He's not an animal, so he doesn't seem like he's what the Beastmaster wants in a creature, but I can see him in a Warlord's book. But that's a crowded mana point, and Knight and Golem are some of the best defensive creatures in the game.

The real problem is his vulnerability to the Warlock's lash and demons. 7 dice + burn seems like it might kill in 2 turns, or even 1 with battle fury. Piusflea has said before that he thinks the Warlord is vulnerable to an early Warlock rush and this doesn't really help.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: patrickconnor on May 11, 2013, 02:28:52 PM
Stun, Burn, meh!

(https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-ash3/943129_522840147752082_634385471_n.png)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sIKE on May 11, 2013, 02:38:28 PM
Wow 5 mana to get Tough -2 not a bad deal at all.....
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sdougla2 on May 11, 2013, 04:08:11 PM
Finally, something to help with daze/stun lock.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on May 11, 2013, 11:26:04 PM
I love this card, and I love that it's competing with belt of regrowth (which I think is an unsung power card). Not sure which I'd want against Bat & Hellion Warlock, which says to me that this is balanced just right. Finding room for this to help against Priestess is looking really tempting.

Also, the flavor text in this whole batch of spoilers is really good. My compliments to the author(s). I hope all future belts have questions for flavor text.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: paradox22 on May 12, 2013, 01:30:40 AM
Great defensive card!  Couple this with a elemental cloak and your are set! 

Also, Props to the guy who wrote the flavor text!  I agree with the above poster, awesome work!    ;)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: patrickconnor on May 12, 2013, 04:59:36 PM
The Dire Wolf introduces the new Bleed condition. BLEED - Bleed can only affect Living non-plant creatures. Each Upkeep Phase, place 1 direct damage on this creature. Whenever this creature heals or regenerates, you may remove 1 Bleed condition for each point of healing you cancel.

The Dire Wolf can be found in the Conquest of Kumanjaro Spell Tome Expansion for Mage Wars. Available June 2013!


(https://sphotos-b.xx.fbcdn.net/hphotos-prn1/941625_523193237716773_40904982_n.png)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sdougla2 on May 12, 2013, 05:30:24 PM
Dire Wolf looks interesting. He's not really any tougher than Timber Wolf despite costing 3 more mana, but he's much scarier against living creatures. My major criticism of Timber Wolf is how weak his attack is, so Dire Wolf looks like a nice upgrade in attack power, although Timber Wolf will be much better choice against nonliving creatures.

Bleed looks like a great ability, and I'm looking forward to trying it out.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: fas723 on May 12, 2013, 05:41:02 PM
First I must say I really like these new cards, I'm just start to get the feeling there are too many effect around.
Sure bleeding is nice, but it is basically the same thing as Rot. Now new players have to learn a compleatly one new condition with a similar effect...might be too many in the end...
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Hemlock on May 12, 2013, 05:59:41 PM
Does anyone know whether the cards included in Conquest of Kumanjaro are unique to this set, or will they also be available through other means (for example, Necromancer vs. Druid)?
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sIKE on May 12, 2013, 06:54:13 PM
I have to disagree, though Rot and Bleed have the same end result, the effect itself is from a different source (not a poison effect) and allows for a thematically appropriate damage!
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ChimpZilla on May 12, 2013, 08:03:43 PM
….although Timber Wolf will be much better choice against nonliving creatures.

And plants….  :D

Unrelated: So it appears equip beatdown might be a thing now. Good stuff.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on May 12, 2013, 10:05:10 PM
Lets see...

1 (19) Move, Ring of Beasts, Enchanter's Ring
2 (24) Dire Wolf Pet, Cheetah Speed on self
3 (17) Red Claw, Cheetah speed on Red Claw
4 (10) Reveal Cheetah on self, Move, Move, Attack, Reveal Cheetah on Red Claw, Move, Move, Attack, cast and reveal Cheetah Speed on Dire, move, move, attack. (0)
5+ (9) Spam Foxes?

This opening is only range 3, so the furthest it can hit is Far Center, and on turn 4 so you're going to waste at least one of these attacks on a guard of some kind, but it does hit for 4 + 5 + 8 if you can deliver everyone to the target zone and bloody your living target. That'll kill a medium creature that wasn't expecting three fast attackers, especially if you have odd-turn initiative so you can Jinx for your Quick Cast Phase action and send in your Dire again at the top of turn 5.

Can anyone here figure a better opening using the new wolf? Maybe skip the pet and redclaw and just spam the things?
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sdougla2 on May 12, 2013, 10:32:45 PM
Spamming Cheetah Speed is unnecessary and expensive in that opening. If you want to deal with people farther away anyway, you could use Teleport to pull them in range of your creatures, or play some Bitterwood Foxes to benefit from the Redclaw. If your opponent advances, you can attack them early. If they stay in the corner, you can advance while building up a Fox swarm, totems, equipment, and/or enchantments on your creatures (like Bear Strength and Vampirism).
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: baronzaltor on May 13, 2013, 02:00:36 AM
Spamming Cheetah Speed is unnecessary and expensive in that opening. If you want to deal with people farther away anyway, you could use Teleport to pull them in range of your creatures, or play some Bitterwood Foxes to benefit from the Redclaw. If your opponent advances, you can attack them early. If they stay in the corner, you can advance while building up a Fox swarm, totems, equipment, and/or enchantments on your creatures (like Bear Strength and Vampirism).

Another good way to go is to just use a single Cheetah Speed and Shift Enchantment it across multiple creatures .
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Shad0w on May 13, 2013, 06:27:49 AM
BTW it if def part of the new dog pack build.  ;)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Hale_32bit on May 13, 2013, 10:40:33 AM
New mages have "names"! and some new spoilers.

http://magewars.com/jsite/newsblog/item/144-conquest-of-kumanjaro-spell-tome-expansion (http://magewars.com/jsite/newsblog/item/144-conquest-of-kumanjaro-spell-tome-expansion)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Hale_32bit on May 13, 2013, 11:09:44 AM
It looks like a cycle of level 3 cards with intercept trait for each school.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Koz on May 13, 2013, 11:42:25 AM
Hmmm, looking at that article on the new expansion I noticed that the Holy Avenger ability is just described as giving +5 life, whereas before it was described as doing that and giving a boost to melee attacks when attacking a creature that attacked one of your creatures on the same turn.  I'm wondering if that is still part of the ability, or if it was removed during playtesting.

Also, it's getting kind of silly with the cards that have references to Frost and Defrost...with no Frost spells in the game.  I know they are coming...but still, it's kind of odd to have so many references to something that isn't in the game yet. 
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: paradox22 on May 13, 2013, 01:25:16 PM
Hmmm, looking at that article on the new expansion I noticed that the Holy Avenger ability is just described as giving +5 life, whereas before it was described as doing that and giving a boost to melee attacks when attacking a creature that attacked one of your creatures on the same turn.  I'm wondering if that is still part of the ability, or if it was removed during testing.
As of right now, I'm pretty sure The holy avenger will get a bonus to certain melee attacks.  I don't think that was removed.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: patrickconnor on May 14, 2013, 09:46:57 AM
Let me just have a look at that...

(https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-ash3/946936_523731857662911_712438454_n.png)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Koz on May 14, 2013, 10:36:48 AM
Hmmm, not sure this is all that great of a card.  It's ok, but a bit narrow in its use since it can only remove Level 1 Enchantments.  The peek ability is alright, but not as good as Huginn's since he can do it without wasting your Mage's action. 

I'll give it a shot, but all in all I'm not sure I'll use this very often, if at all.  I think I'd rather just go with the standard Mage Wand with a Dispel attached. 

Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Shad0w on May 14, 2013, 11:01:46 AM
The power of the card is in the information gained. Not in being able to remove everything.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Koz on May 14, 2013, 11:09:39 AM
The power of the card is in the information gained. Not in being able to remove everything.

I get that the peeking can be useful, I'm just not sure it's worth equiping this card to do it since it takes up a hand slot and an action to use.  Huginn is cool because he can peek without using your Mage's action.  I usually feel extrememly action starved in this game as it is, taking an action to peek at a facedown card seems like something I would only do very, very rarely.  I'd rather just use a Decoy to see if I can trigger the face down card or something like that. 

Just my opinion based on first impression, but I could be wrong and maybe others will make extensive use of this.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: paradox22 on May 14, 2013, 02:01:13 PM
Huginn Is cool, but he is wizard only.  This grants all mages the ability to peek at hidden enchantments...  Even if its less efficient.  It's a low cost balancing item, and I think it'll be very useful in certain builds...  Especially the arcane starved Warlord.  I like it.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: isel on May 15, 2013, 09:05:22 AM
Another wans???? it´s great but my mage use 2 wands, i need another hand!!!
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: pixelgeek on May 15, 2013, 09:14:03 AM
Hmmm, not sure this is all that great of a card.

I can think of several instances in which this would be useful. The fact that it is a Dispel as well as a way to avoid Reverse Magic traps is pretty useful.

Probably depends on your local scene though
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: patrickconnor on May 15, 2013, 09:12:53 PM
Anti-Invisible Stalker Tech.

(https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-ash3/947372_524274330941997_797396583_n.png)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sdougla2 on May 15, 2013, 10:03:15 PM
Okay, that's very cool. That will help with incorporeal targets that I have trouble killing in a few builds.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on May 15, 2013, 10:06:31 PM
Not that exciting, but it's probably not supposed to be. This continues the "every ability has an enchantment" theme. It's only a matter of time before the equal and opposite, "This creature gains incorporeal" enchantment is printed.

3 mana for the reveal seems kinda high, but the spell level is right to include it as a silver bullet in most control decks. Agro decks will probably continue to play Mage Staff or curses.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Hale_32bit on May 15, 2013, 11:34:04 PM
I think it is good card and good reveal cost. Weak at first sight like Cheetah Speed.

Maybe some creatures will have the Etheral+X trait? :)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Shad0w on May 16, 2013, 07:36:06 AM
Not that exciting, but it's probably not supposed to be. This continues the "every ability has an enchantment" theme. It's only a matter of time before the equal and opposite, "This creature gains incorporeal" enchantment is printed.

3 mana for the reveal seems kinda high, but the spell level is right to include it as a silver bullet in most control decks. Agro decks will probably continue to play Mage Staff or curses.

Who plays mage staff in an aggro build?
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Koz on May 16, 2013, 08:49:34 AM
Not that exciting, but it's probably not supposed to be. This continues the "every ability has an enchantment" theme. It's only a matter of time before the equal and opposite, "This creature gains incorporeal" enchantment is printed.

3 mana for the reveal seems kinda high, but the spell level is right to include it as a silver bullet in most control decks. Agro decks will probably continue to play Mage Staff or curses.

Who plays mage staff in an aggro build?

Depends on the mage.  Obviously the Warlock and Forcemaster have better weapon options (although I think some people pack Mage Staff as a backup even in Warlock).  I play it in my Beastmaster aggro build, although there are some more options coming out for him in the form of Vorpal Blade and the mace that might be better options.  Still, Reach + Ethereal is pretty good on a 5 cost weapon...

As for the card itself, I LOVE the art.  Awesome.  For the ability, it's decent and can have it's uses, but will be tough to include in a lot of builds just because space is always so tight in spellbooks as it is.  It might make it into some Holy mage builds just because it is only 1 point for them.

Obviously the strength of this card will depend on how prevalent Incorporeal creatures will become.  Right now, there just aren't very many, so they are often not a problem (and there are plenty of Ethereal spells for the ones that are around).  I suspect that will change at some point (I'm hoping the Necromancer will have some ghost/specter type creatures).

One thing going for the card is that you can cast it on a creature, which you can't do with equipment.  I guess that way your Grizzly can go melee the crap out of that Wall of Fire  :P
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on May 16, 2013, 09:39:54 AM
Who plays mage staff in an aggro build?

I do in Beastmaster, but I guess that might be nonstandard?  :o
It's cheaper to play than Staff of Beasts, and for the same spellbook cost. It hits flying familiars (Huginn, and Fellella obviously, but Thoughtspore, too), Poison Gas Clouds, and Whirling Spirit, all of which are good in control decks or midrange decks pushed into the control role.

Forcemaster and Warlock have better options, but I can see how I'd give it a try for Warlord too, maybe.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Shad0w on May 16, 2013, 09:41:49 AM
I keep forgetting not everybody has Gavikor. Sowie.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sIKE on May 16, 2013, 09:44:22 AM
Yet
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Shad0w on May 16, 2013, 09:50:37 AM
I want to get these promos in the hands of players.  It is just with 23-25 cards to a sheet it is hard to fit them into a set. A while back AW did a explanation of how a print run was done.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on May 16, 2013, 10:51:12 AM
I suddenly understand why you want promos to be tournament legal.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sdougla2 on May 16, 2013, 03:46:25 PM
Divine Might will be nice for the Beastmaster and potentially the Warlord when they focus on playing and supporting creatures rather than attacking things directly. Mage Staff is pretty standard equipment, but the option to get your powerful creature you were supporting anyway to deal with incorporeal targets will be extremely helpful against mages that focus on those cards. There aren't that many yet, but they can already be somewhat problematic if you don't have a good card to deal with them. There are plenty of attack spells with ethereal, but I like to have a longer term solution both in case the attack spell doesn't kill the incorporeal target, and in case my opponent plays another incorporeal card that I want to destroy.

The Wizard, Priestess, and Forcemaster have easy enough access to ethereal attacks that Divine Might probably won't matter to them. It's more expensive to include in a Warlock build, so it's less likely to make the cut, particularly since most Warlock's will wade into combat, so Mage Staff is a cheaper solution to include in their spell book.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on May 16, 2013, 05:11:45 PM
If there was a beefy incorporeal agro creature, that'd really make an enchantment like this necessary. Is there anyone playing Bear Strength on Whirling Spirit? That could be mean. And the reason no one is doing it, is Bear Strength only goes on living creatures. Duh.

Incorporeal turns the expected value of a die (1d3-1) from 1 to 1/3. Now that I think about it, does that mean that without Ethereal attacks, Whirling Spirit is as durable as an Earth Elemental?  ???
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: isel on May 16, 2013, 05:48:21 PM
good wand!!! i need a hand for elemental wand, a hand for mage wand, for dispel wand...... XD

I need to be Dr. Octopus.....New character idea!!! XD
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sIKE on May 16, 2013, 05:51:57 PM
Sounds like a good use of a Battleforge....
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: patrickconnor on May 16, 2013, 09:27:09 PM
Hello. And goodbye.

(https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-frc1/400660_524779227558174_212929280_n.png)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Sarkath on May 16, 2013, 09:35:20 PM
Hello. And goodbye.

(https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-frc1/400660_524779227558174_212929280_n.png)

Well Joe will definitely like this one.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sdougla2 on May 16, 2013, 09:36:52 PM
I think Drain Soul is too expensive to see much use, at least with the Warlock. I'd much rather play a Necropian Vampiress than Drain Soul with the Warlock. Maybe it will be better for the Necromancer.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: nitrodavid on May 16, 2013, 09:50:39 PM
gaining life +6 is different then healing +6 I think. so this card will be nice because it restores your max HP lost due to blood reaper. I haven't seen blood reaper's used in a game for a long time due to there being no easy way to restore your lost life.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on May 16, 2013, 09:54:44 PM
Do we know how this interacts with the life track if you cast it on your opponent?
It'd weird to have tainted markers on your mage and also have a life track. Does having a tainted marker reduce your life by 3 instead?
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: nitrodavid on May 16, 2013, 10:19:35 PM
tainted looks like 3 unheal-able damage. which looks like it can be measured one of 2 ways.
have the token count as 3 damage that can't be healed (without poison removal), this means blood thirst will always be active if this is a living creature.
or
have the life of the target reduced by 3, this will not effect heals or bloodlust

the appropriate damage/life will have to be represented on the mage status board

we will have to wait and see the codex when it is released.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Koz on May 17, 2013, 09:01:50 AM
If I'm understanding how Tainted works, this card is essentially a swing of 12 life (-6 to your opponent, +6 to you) for 16 mana.  That's pretty efficient, however, 16 mana is not easily achieved for the Warlock, who generally needs to be using his mana continuously to keep up the pressure.  However, there's no dice rolling to do the damage, which is a big plus, and can be a game changer (a swing of 12 life is nothing to laugh at). 

This might end up being a better card for other dark mages in the future (like the Necromancer), but the Warlock can make use of it as well, although I don't know how often they will need it, or be able to cast it.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sIKE on May 17, 2013, 09:06:45 AM
I know that I am going to hate this one.....
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: piousflea on May 17, 2013, 02:24:33 PM
Who plays mage staff in an aggro build?

I include Mage Staff in every aggro build that I play, unless it has a better source of ethereal damage (ie FM/Wiz/Priestess). 2-3 spellbook points and 5 mana is well worth the ability to easily remove Mana Siphons, Whirling Spirit, Wall of Fire etc.

Divine Might is rather mana-inefficient but it does not take up your weapon slot, and you can even cast it on Creatures if you want. Given the spell point cost it is definitely worth it for a Warlord, and probably worth it for a Beastmaster. Not sure if I'd use it on a Warlock (3 spell points).
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sdougla2 on May 17, 2013, 03:12:24 PM
Divine Might may or may not be worth it for a BM that plans to focus on hitting things with Mage Staff anyway, but I think it's worth it for a BM that plans to focus more on playing and supporting creatures.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sIKE on May 17, 2013, 05:01:57 PM
Mage Staff already has the Ethereal trait along with Reach, why would you waste Divine Might on it? A BM might want to put it on a Staff of Beasts if he needed Ethereal....
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sdougla2 on May 17, 2013, 05:48:38 PM
You wouldn't put Divine Might on your mage at all, you'd just use Mage Staff instead. You'd put it on Steelclaw Grizzly or something like that.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sIKE on May 17, 2013, 06:30:51 PM
Now that would help knock down a wall of fire real quick....
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: NerdGuy on May 18, 2013, 08:16:09 AM
I like Drain Soul.  While it is very pricey,  I can see it being a nasty surprise for your opponent.  Can't wait to put it in my Warlock book
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: dexmark on May 19, 2013, 03:17:42 AM
Drain Soul pretty cool end game magic. Automatic 6 shift of life on end game.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Paleblue on May 20, 2013, 02:33:31 AM
Looks like a great finisher spell. I already really like Drain Life as a finisher because its direct damage, but this could be better (albeit the cost may be on the high side).
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Shad0w on May 20, 2013, 07:25:28 AM
For the 12 point life swing it needs to cost 16.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: patrickconnor on May 20, 2013, 03:39:39 PM
Introducing the Dwarven Panzergarde...

(https://sphotos-b.xx.fbcdn.net/hphotos-ash3/923261_526124060757024_1391366119_n.png)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: patrickconnor on May 20, 2013, 03:40:43 PM
Hold on!

(https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-prn1/922923_526124344090329_569858384_n.png)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Sarkath on May 20, 2013, 03:51:31 PM
Introducing the Dwarven Panzergarde...

(https://sphotos-b.xx.fbcdn.net/hphotos-ash3/923261_526124060757024_1391366119_n.png)

This make me want a Dwarf Warlord.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on May 20, 2013, 04:12:21 PM
For the 12 point life swing in needs to cost 16.

(http://www.cardgamedb.com/forums/uploads/mw/drain-life-core.jpg)
Drain Life has an (expected value) 10 point swing for 12 mana. At that rate, you'd expect 12 a point swing to cost 14.4. The other point and a half for Drain Soul is probably for the lack of die rolling (it's a certainty tax) and healing resistance. Seems about right to me.

Is there any reason to make a deck that plays 4 Drain life and 4 Drain soul, or would that kind of deck just play wands and a way to protect them?

Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on May 20, 2013, 04:18:22 PM
Hold on!

(https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-prn1/922923_526124344090329_569858384_n.png)

(fixed that for you :) )
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: patrickconnor on May 20, 2013, 04:19:02 PM
Thank you!
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sdougla2 on May 20, 2013, 04:37:34 PM
Finally another choice for boots. Maybe I'll stop running out of Leather Boots now.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sIKE on May 20, 2013, 05:29:46 PM
Very nice! Will help with those books that throw up the stone walls.....
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on May 20, 2013, 05:40:45 PM
Re: Boots
I guess this improves Teleport as compared to Force Push. And weakens Stone Wall. I love it, but I'm not the guy who plays Earth Wizard, I'm the nonstandard Beastmaster with 3 teleports.   

Re: Dwarf
I'm not sure what to make of these strong, efficient, cheep defensive creatures. Iron Golem is still very (very) good, but Panzergarde is probably better than Knight of Westlock for Warlord. Warlord seems like he's getting some love this set, but will it ever be enough to overcome 3x spellbook cost for Arcane?

1. (19) Walk, Barracks, Harmonize (yes, I know, it's expensive)
2. (12+2) Deploy Panzerguarde 
3. (12+2) Deploy Panzerguarde
4. (12+2) Deploy Panzerguarde
5. (12+2) Deploy Panzerguarde

Sure, go ahead, rush that. It's got 4 mana left to cast On Guard as often as required, or maybe even the new boots.

The Barracks lets the Warlord make his basic attack, too, instead of spending his action on a summon.
Your (my) agro deck is going to need a low gear.
Lightning will help, of course, but the Panzergarde looks like one of many powerful defensive creatures coming down the pipe.
But like I said, 3x arcane. So conflicted.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Paleblue on May 20, 2013, 06:31:32 PM
Re: Dwarf
I'm not sure what to make of these strong, efficient, cheep defensive creatures. Iron Golem is still very (very) good, but Panzergarde is probably better than Knight of Westlock for Warlord. Warlord seems like he's getting some love this set, but will it ever be enough to overcome 3x spellbook cost for Arcane?

1. (19) Walk, Barracks, Harmonize (yes, I know, it's expensive)
2. (12+2) Deploy Panzerguarde 
3. (12+2) Deploy Panzerguarde
4. (12+2) Deploy Panzerguarde
5. (12+2) Deploy Panzerguarde

Sure, go ahead, rush that. It's got 4 mana left to cast On Guard as often as required, or maybe even the new boots.

The Barracks lets the Warlord make his basic attack, too, instead of spending his action on a summon.
Your (my) agro deck is going to need a low gear.
Lighting will help, of course, but the Panzergarde looks like one of many powerful defensive creatures coming down the pipe.
But like I said, 3x arcane. So conflicted.

Then plop the Standard Bearer in there as well and I think it could be very solid!
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on May 20, 2013, 06:44:54 PM
And then what? Marked for Death and Dissolve/Dispel (oh man, so expensive) to soften up the enemy and just march the Dwarves over and hope he doesn't have lightning AOE's I guess? It's a great defense, but it lacks some finesse as an offense.

Ugh, so conflicted about Warlord.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Paleblue on May 20, 2013, 07:00:41 PM
And then what? Marked for Death and Dissolve/Dispel (oh man, so expensive) to soften up the enemy and just march the Dwarves over and hope he doesn't have lightning AOE's I guess? It's a great defense, but it lacks some finesse as an offense.

Ugh, so conflicted about Warlord.

Or use the charge ability of the Warlord then off you go, but yes your right it certainly isn't flashy. I think the dwarf might be better served defending your sniper / bolt storm while he sits in a watch tower applying constant pressure.

I understand your feeling though, considering the meta game, 3x for arcane is rough!
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: pixelgeek on May 20, 2013, 08:14:38 PM
(fixed that for you :) )

And I just fixed the original.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Shad0w on May 21, 2013, 04:48:16 PM
For the 12 point life swing in needs to cost 16.

(http://www.cardgamedb.com/forums/uploads/mw/drain-life-core.jpg)
Drain Life has an (expected value) 10 point swing for 12 mana. At that rate, you'd expect 12 a point swing to cost 14.4. The other point and a half for Drain Soul is probably for the lack of die rolling (it's a certainty tax) and healing resistance. Seems about right to me.

Is there any reason to make a deck that plays 4 Drain life and 4 Drain soul, or would that kind of deck just play wands and a way to protect them?

If only we had a way to cast it every turn with out being mana starved.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: NerdGuy on May 21, 2013, 05:02:56 PM
Oh new boots.  Fun, unique and interesting.  The Unmovable will come in handy against pesky Forcemasters that's for sure
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: patrickconnor on May 21, 2013, 10:26:53 PM
Curses anyone?

(https://sphotos-a.xx.fbcdn.net/hphotos-ash3/941837_526554077380689_509825707_n.png)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: patrickconnor on May 21, 2013, 10:27:39 PM
Let me just move that over here...

(https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-prn2/969403_526554370713993_2119595482_n.png)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Paleblue on May 21, 2013, 11:12:44 PM
Wow that Wardstone looks excellent! Could have a great interaction with Decoy to gain additional mana advantage.

One question, if I use an unavoidable attack which destroys my opponents block card will I need to pay 2 mana?
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on May 21, 2013, 11:14:41 PM
Man wow. Enchantment Transfusion is really efficient, and Enchanter's Wardstone helps both Essence Drain, or a big stack of enchantments on a Steelclaw.

Of course, this all runs the risk of making Banish a more popular option.

Both these cards nudge the settled interactions that shape the metagame, and in interesting ways. Can't wait to see how they play out.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: nitrodavid on May 21, 2013, 11:39:49 PM
@paleblue block is forced to reveal and resolve when the creature is attacked but the attack is not prevented if attack is unavoidable. so the block enchantment is still resolved so the attacker will not pay 2 mana.

short story spells that resolve themselves won't make you pay 2 extra mana
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sdougla2 on May 22, 2013, 01:33:10 AM
Both Enchantment Transfusion and Enchanter's Wardstone make stacking multiple enchantments more viable, which is nice. I'm not sure how they'll change the metagame, but I'm looking forward to trying them out.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Shad0w on May 22, 2013, 06:57:54 AM
@paleblue block is forced to reveal and resolve when the creature is attacked but the attack is not prevented if attack is unavoidable. so the block enchantment is still resolved so the attacker will not pay 2 mana.

short story spells that resolve themselves won't make you pay 2 extra mana

Good call Dave have another sticker
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Hale_32bit on May 22, 2013, 08:32:44 AM
Сan Transfusion move itself before to be destroyed?  :)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Gewar on May 22, 2013, 08:48:39 AM
Сan Transfusion move itself before to be destroyed?  :)

Seeking Dispel forces you to keep it unrevealed and Dispel can target only revealed enchantment - so it is not the case with those two. I don't know how it would behave in other situatins.

Related question - can you move Block etc. to prevent it from being revealed?
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Koz on May 22, 2013, 09:29:59 AM
Enchantment Transfusion is very situational but it could have its uses to be sure.  Don't know how often it will see play, but it's another tool for the toolbox.  Enchanter's Wardstone is cool and I can see an uber-Wizard build using this and Armor Ward that piles on the Equipment and Enchantments and focuses on mana denial.  Might be cool, but not sure how effective it would be yet.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sIKE on May 22, 2013, 10:18:07 AM
I can see it being used by Mages to get a Enchantment out on something on the other side of the arena from him.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on May 22, 2013, 04:29:26 PM
Сan Transfusion move itself before to be destroyed?  :)

As a party trick, it looks like it can move itself before it destroys itself. It's a revealed enchantment while it's moving enchantments you control, so it can move itself. Then it's destroyed, but destroyed while on the new target creature, should that ever matter.  I guess if you needed a way to waste 1 mana? Or if there's ever a creature that gets +1 melee for each enchantment destroyed while attached to it or something.

Related question - can you move Block etc. to prevent it from being revealed?

Unless the rules change, yes, you can. You can reveal Enchantment Transfusion at the end of the Declare Attack step (Step 1) before the Avoid Attack step (Step 2). Block triggers in Step 2, so if it's not on the attacked creature at that time, it won't be triggered.

You can also save a Nullify in this way, by revealing the Enchantment Transfusion at the end of the Cast Spell step (Step 1) before the Counter Spell step (Step 2). 
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on May 22, 2013, 07:10:13 PM
Which, now that I think about it, is either a completely wasteful or utterly broken combo.

edit- Holy Crow. Enchantment Transfusion is a monster card. Major rules powerhouse. Will say more soon.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on May 22, 2013, 08:41:57 PM
I should say, right off, that there's a small rules gray area involved here, and the whole thing might yet fall apart. More on that at the end.

Also, it's possible, of course, that I'm getting excited over a conceptually sexy card that isn't actually that good on the table. Only playtesting will really show how good this card is.

Anyway, here's what I'm thinking: the intent of Transfusion (from the artwork) seems to be to move a pile of enchantments from one (dying) wolf to another (living) wolf. But that's not what it really is; it's a Block transmitter. It's a Nullify dispenser. 

Since I mostly play a non-standard Beastmaster, lets imagine a really nonstandard control oriented Beastmaster. (This might work better with a Wizard in practice, but I'm brainstorming here, not building the tournament version yet).


The deck, at its core, is

Six
Enchantment Transfusion

Some Amount of
Nullify
Block
Reverse Magic
Reverse Attack
Retaliate
Mind Shield
Jinx

And for Support either
Enchanter's Ring
Fellella
Feral Bobcats
Pet Steelclaw

Or maybe
Enchanter's Ring
Arcane Ring
Moonglow Faerie
A 21 mana Angel or the Lord of Fire

And Why Not
Enchanter's Wardstone


Ok, here's how the book works:
The mage casts both Block and Enchantment Transfusion on himself, and hangs out within two zones of his creatures. Later, when his Steelclaw Grizzly (or whatever) is the target of a big attack, the mage reveals the Transfusion on himself, and uses it to move the Block over to the Griz, and just in time, the Block intervenes to save the Bear.

Or, if he has a little more mana, he sends over a Reverse Attack. Or a Retaliate. Or if the threat is Curses and Incantations, he sends over a Nullify or a Reverse Magic.

This technique prevents the defensive enchantments from being baited by scrub attacks by casting and storing them away from the action  -- and only using them against targets that matter. The mage is now playing a MtG style counterspell deck, and choosing whether to say yes or no, instead of trying to say no to everything.   

Now, obviously, this strategy has some weaknesses. Every time the mage wants to prepare a rescue Nullify, he needs to cast a Nullify and a Transfusion on himself or some other creature (Bobcat/Faerie). The Beastmaster's familiar, Fellella, is great here, because she's a free action (and some mana) every turn to cast a defensive spell. And you can stockpile these actions by casting multiple Blocks/Reflects/Transfusions ahead of time.

Alternately, the Wizard has two rings that can help bring down the mana cost of these spells, and the book cost is very low for a mage trained in Arcane. 

Either Way, the actual mana cost is quite low with even just the enchanter's ring: 1 for the face down Transfusion, 1 for the face down defensive spell, 1 to use the Transfusion, and then whatever you'd normally pay to reveal the defense.   

Aside from that, the other major weakness is that you can only put 6 Transfusions in a book, and you probably have to put in all 6. 6 is a lot if the Beastmaster or Wizard has other plans, too. But remember that the strategy isn't to Always Say No (you can do that more efficiently without using the Transfusions), it's to be able to see what the attack is before choosing to permit or deny. 

And hey, maybe you don't even use the Transfusions every game, or you run out, or you just can't cast them for some other reason. Your blocks and nullifies are still some of the best cards available.



One last thing about that rules gray area I mentioned at the top.
It's not stated anywhere, and it's implied otherwise, but it's possible that defensive enchantments will only trigger if they're on the target before the attack.

The relevant part of Block's rules text is, "When this creature is attacked, you MUST reveal Block during the Avoid Attack Step. Block counts as a Defense and the attack is avoided." I read that as saying that I must reveal the block during any Step 2 the block could defend against. It is possible to read that another way, though; it might mean that Block actually triggers at step 1 "when this creature is attacked", but I don't do any revealing or countering until Step 2.

I think this would be inconsistent with other rulings where enchantments like Block are ignored completely until step 2, and are not treated as delayed triggers, just resolution steps, but I'm not the guy who makes the rules.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sIKE on May 22, 2013, 09:00:30 PM
That was my though from earlier. Bank the Enchantment(s) on the mage or guarding creature. When needed send the Enchantment(s) to your attacking creature on the front lines.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on May 22, 2013, 09:26:05 PM
Yeah, "when needed" is the real key there. It took me a moment to realize that the cool part wasn't the distance or the ability to save up a Bear Strength and a Vampirism till the last moment.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: nitrodavid on May 22, 2013, 10:37:30 PM
your block transfer strategy sounds fun but is very vulnerable to a mage binding perfect strike to the mage wand. but it would be wrong to knit pick at an unplayed and unreleased strategy so soon.

could you imagine if there was a enchantment that triggered an explosion on death and you could shift it to a creature who was obviously going to die (safe from seeking dispel)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on May 22, 2013, 10:57:12 PM
Yeah, the block version is kind of a one trick pony, and can be put down with a silver bullet.
The nullify version is meaner, but what I'm really wondering about is Jinx.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: nitrodavid on May 23, 2013, 12:45:03 AM
you can reveal the transfer enchantment with jinx hidden to the mage that is within 2 Los of the original jinx holder (any creature remember your own, familiars might proc your own jinx). if you do this during the counter spell step for the other mage you can prevent there quick spell.


additionally you can your own creature as a relay so you can cast enchantments (good or bad) to anything 4 zones away from your mage (if the creature is flying no walls can stop your Los as well, or satellite relays I will call them)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ChimpZilla on May 23, 2013, 07:07:12 AM
The defensive applications of Transfusion are awesome. And this card seriously hoses Purge and Destroy Magic. But the offensive potential with the Warlock intrigues me most. It finally enables cursing builds where you can run Enchanters and Ring of Curses, dump all your curses plus this on a friendly "carrier", bomb everything within 2 zones, and benefit from the subsidies on both ends.

As for the Stone, I suspect some will look at it like Armor Ward and just dismiss it as a tax rather than an answer to enchant removal. But when I can generate threats at a cheaper cost than at what you can remove them, that's highly beneficial IMO. We've seen in MtG how that can wreck tempo.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on May 23, 2013, 08:45:46 AM
(if the creature is flying no walls can stop your Los as well, or satellite relays I will call them)

Enchantment Transfusion says you move the enchantments from "this creature" to "one legal target creature up to 2 zones away". I'd assume that this does check LOS because it uses the word "target" (not like Teleport Trap which just says, "of your choice"), but it's not entirely clear whose LOS you'd use. I think you're right that you'd use the LOS of the relay creature, but I'm not sure?
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: patrickconnor on May 23, 2013, 09:03:48 AM
Here's Galador! Available in the Conquest of Kumanjaro Spell Tome Expansion.

(https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-ash3/941155_527057210663709_515610287_n.png)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: patrickconnor on May 23, 2013, 09:07:12 AM
A Flying Interceptor! Meet the Gargoyle Sentry.

(https://sphotos-b.xx.fbcdn.net/hphotos-ash4/316238_527058473996916_507455221_n.png)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sIKE on May 23, 2013, 09:14:55 AM
Wow anti-Angel/Eagle/Demon tech. Love it! Going to make my Earth Wizard Spell book that much tougher!
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on May 23, 2013, 09:30:34 AM
I'll be glad to get my hands on Galador, if for no other reason than to give him Eagle Wings and turn him into a flying reindeer. I do notice that he's got the Cervine keyword, and I can only imagine what other deerlike creatures Mage Wars has in store for us  ;)



Gargoyle Sentry is more competition for Bridge Troll, Panzergarde, Knight of Westlock, and Iron Golem. Do remember that guarding creatures lose flying, so when it gets heavy, it has to land. Nice design touch, that.

Like Panzergarde, the extra defense gained while guarding only protects it from the first attack, so Iron Golem still endures better against a sustained assault, but at least it gains flying after it takes a hit, taking it somewhat out of harm's way. Intercept is great, but the attack is much weaker than Iron Golem's, but the mana price is lower and it doesn't have slow.

All in all, I suspect Earth Wizards will want to stick with at least one Iron Golem, but may chose Gargoyle Sentry for a second defensive creature, especially with the popularity of lightning attacks. Wizards in other elements will probably switch to the Gargoyle from whatever else they were using, if they want a defensive creature. Personally, I think the Gargoyle is so much harder to disrupt than the Hydra that it's probably going to drive the hydra to extinction as a defender.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: patrickconnor on May 26, 2013, 10:29:03 AM
(https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-ash3/575403_528253643877399_118796492_n.png)

Stuck
Creature is Restrained and Unmovable. At the end of each of its Action Phases, a Stuck creature may attempt an escape roll: on a roll of 7 or higher, remove Stuck. If creature is teleported, destroy all Stuck conditions on it. Has a removal cost of 4. Does not affect conjurations.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on May 27, 2013, 09:04:40 AM
So! Its a larger, more expensive Stonegaze Basilisk. I love the flavor! Competitively... I'm underwhelmed.

15 mana, and not an animal (so no discount for Beastmaster) makes this a pretty hefty investment.

THE GOOD
5+ instead of 7+ on the Stuck/Cripple is a major improvement. Stuck is also not a poison condition, so the Spider can hit poison immune creatures (all the nonliving + Malacoda), which Cripple can't. Spider also has a little more health, isn't slow, and as a finishing touch, has Psychic Immunity.

THE BAD
-1 range compared to the Basilisk. Range is synergistic with Restrained effects, so this is an important downgrade.

THE FUNKY
It's not immediately clear to me which has the stronger melee attack. On the one hand, the 4 die bite on the Basilisk is quite adequate for a ranged creature. On the other hand, the Spider's bite is weaker at 2 dice, but has a 1/3 chance of doing 3 points of Tainted. That chance rises to 2/3 if the creature is webbed, which looks kind of like a tie: 4 = (2/3)*3 + 2. But tainted is harder to heal than damage, and (more importantly) it ignores armor. So I give a slight edge to the Spider if the target is restrained, and the edge to the Basilisk otherwise.

I should also point out that Slow doesn't seem to be much of a hindrance to the Basilisk because--like all (?) creature ranged attacks--it takes a full action to attack anyway, so it can't move and attack no matter what, and it doesn't need to move much in the first place.

Over all, Basilisk seems better to me because of its longer range and lower cost, but I can see a Beastmaster saving spellbook points by chosing the Spider if the major purpose of the creature is to ground flyers, not stop a rush. Still, its not an animal, so no ring and no lair, so the Beastmaster doesn't lose much at all by "downgrading" to Basilisk.

I feel like 5+ is quite good, but it's not an amazing 4+ with a bonus at 10+ like Gorgon archer has, so even though it's more reliable, its not so reliable that its a solid answer to a specific and immediate threat (e.g. turn 3 assault by Lord Of Fire). It's more generally a good answer to a flyer heavy swarm strategy where there will be many opportunities to make the Stuck roll.

Which makes me wonder if the Spider will just be outclassed by Gravicore.

 I'm not disappointed, just wondering what I'm missing.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: tarkin84 on May 27, 2013, 09:06:11 AM
What does 'intercept' mean? Thank you!
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on May 27, 2013, 11:02:45 AM
My understanding is that Intercept lets a guarding creature guard against ranged attacks as well as melee.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Shad0w on May 27, 2013, 12:02:00 PM
Correct ring
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: patrickconnor on May 27, 2013, 06:47:30 PM
(https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-ash4/426591_528786203824143_135012427_n.png)

Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sIKE on May 27, 2013, 07:55:46 PM
Intercept of the Holy order, little cheaper in cost but also a little less powered than other schools interceptors. Of course the Holy side of things have several really powerful Angels already.....

Edit: I went back and looked at the other two creatures with Intercept, this Angel costs one Mana more, but has Flying and Aegis 1 and if she guards she can heal 2 points of damage. Not bad it all for 12 Mana.

Once again if you put her on Guard she loses her Flying trait which is a real shame.....
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: nitrodavid on May 27, 2013, 08:02:48 PM
will guardian Angel make grey angles extinct
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on May 27, 2013, 09:11:10 PM
I think Dave's got this already.

I mean, maybe I'm just in an enthusiastic mood, but, um, wow?
Guardian Angel is obviously vastly better than Gray Angel.
And I'm willing to believe it's as good as Iron Golem; depending on what the meta looks like when the full set is released, maybe better.

I don't know what hellish agro deck the playtesters have been using that made printing this thing seem like a good idea, but eeeeesh. To me, Guardian Angel looks like it stops agro cold. This is the perfect creature to receive armor tokens from Crown of Protection, and it's just cheap enough to deploy in force.

Maybe it's time to start talking about what the game is going to look like after the next expansion, because the metagame is clearly being nudged away from agro.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Paleblue on May 27, 2013, 10:44:58 PM
I also agree, something seems wrong with the cost compared to Gray Angel. I mean sure you can sack the Gray Angel to heal, but chances are with intercept + health regen + aegis + a defense dice your going to absorb a lot more than 6 dice with Guardian Angel.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: isel on May 28, 2013, 10:31:57 AM
I also agree with that.

I prefer in my mage put this guy that defend me while i throw lightings or make bad things XDXDD

Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: NerdGuy on May 28, 2013, 02:58:04 PM
I wasn't running any Grey Angels in my Priestess build, but you can bet I'm gonna put this angel in.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: patrickconnor on May 28, 2013, 09:14:26 PM
"I'm not dead yet."

(https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-ash3/942591_529171810452249_762510698_n.png)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sIKE on May 28, 2013, 09:21:57 PM
Very nice. A way to bank up a heal for you or your friend. Send them forth and that pesky 2 zone casting limit no longer applies. It is 5 mana for an average of 4 damage healed so not the most efficient use on your mana though.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Wiz-Pig on May 28, 2013, 09:51:31 PM
Part of the real benefit, if I'm not mistaken is that this can be played after the dice are rolled for an attack, but before the damage and effects are applied.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on May 28, 2013, 10:09:02 PM
The obvious comparison is to Bull Endurance, which is the same price and has the same expected value of "healing."

Bull Endurance is better against Taint, and never rolls low.
Healing Charm has 2 keywords, triggers the Priestess's life gain special ability, is much more resistant to dispel, and can maybe roll high.
All told, Healing Charm is probably a smidge better, mostly on the strength of dispel resistance. Once it's revealed, a dispel isn't going to kill your creature, like it could if Bull Endurance was the only thing keeping your creature alive. I don't know if that means it's good enough to play in a competitive book.

I don't play Bull Endurance in my Beastmaster deck, even though it would be nice to let Fellella cast healing spells (especially under the circumstances where I normally would cast Fellella). But maybe a Priestess deck has a use for more healing?

In the abstract, though, I think I would prefer to play any of the following: Vampirism (enchantment or Vampiress), Regrowth (Belt, Gorgon, Unicorn), Death Link, Hand Of Bim-Shalla, Lay Hands, Drain Life, Drain Soul, Wand of Healing, Blood Reaper, Block, Reverse Attack, or Rhino Hide.

If none of those are suitable, maybe give Healing Charm a try?
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on May 28, 2013, 10:17:47 PM
Part of the real benefit, if I'm not mistaken is that this can be played after the dice are rolled for an attack, but before the damage and effects are applied.

I really love last minute enchantment reveals, but I'm sort of at a loss on this one. Why keep the healing a secret? It seems to me like you'd want to use this as soon as your creature takes 6-7 damage and you have the mana available.

Seeking Dispel is much more efficient than normal Dispel, and once the heal is triggered it's permanent. Why wait? To bluff? Out of the hope your opponent will misalocate resources and won't be able to kill the creature because of the secret healing? I'm not sold.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: piousflea on May 28, 2013, 10:36:15 PM
Healing Charm can triple-dip from Divine Favor (priestess ability), Ring of Asyra and Enchanters Ring. This in and of itself makes it far superior to Bull EndurAnce.

The other notable thing is that while Healing Charm can be seeking dispelled, it is "resistant" to purge/destroy. When a purge or destroy is declared, you can reveal healing charm and resolve the healing prior to the Resolve Spell step.

The main reason you'd keep healing charm unrevealed is if your creature hasn't taken 8 damage yet. (Since there is a 0.4% chance you could roll 8 healing) The other reason is to trick your opponent into not killing your unit, for example if it has 1 health left and is stuck in a poison gas cloud. Your opponent might not bother finishing it off if he thinks it will die anyways, so you save healing charm until just before the next Upkeep phase.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Wiz-Pig on May 29, 2013, 06:15:17 AM
Thanks Pious!

*Looks at Ring* What Pious said. Add that to the misallocation and you have a lot of reasons.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Hale_32bit on May 29, 2013, 07:23:28 AM
If Healing Charm is destroyed by Seeking Dispel, can i heal, because it automatically revealed when destroyed like Decoy?
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Sarkath on May 29, 2013, 07:29:16 AM
Seeking Dispel says, "Destroy target hidden enchantment. Controller of target enchantment cannot reveal the enchantment once Seeking Dispel has been cast." So I would say no.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: jacksmack on May 29, 2013, 08:05:37 AM
If Healing Charm is destroyed by Seeking Dispel, can i heal, because it automatically revealed when destroyed like Decoy?

You cannot reveal decoy in that situation. But since seeking dispel destroys decoy, and when decoy is destroyed it triggers +2 mana to owner you still get the mana.

You cannot reveal healing charm after seeking dispel has been declared.


The confusing part on seeking dispel is "once Seeking dispel has been cast".
When excately has SD been cast? after we pass the counter step? or as soon as the mana is paid? or when we get to step 3 resolve spell?

I believe SD (and all other spells) are cast during step 1 - declare spell and target and pay mana cost.

The irony of SD is that even if it gets countered by jinx in theory the enemy mage would never be able to reveal targetted enchantment due to the wording on SD and the above part. Obviously this is not the case though.

Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Aarrow on May 29, 2013, 10:27:07 AM
If this and Poisoned Blood are attached to the same creature, how does the timing work if both players choose to reveal at the same time?
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Shad0w on May 29, 2013, 10:54:30 AM
If this and Poisoned Blood are attached to the same creature, how does the timing work if both players choose to reveal at the same time?

It goes initiative order. So one player says I am going to reveal an enchant (if the other player has initiative) do you have some you want to reveal? If you have initiative the other player has to wait till after the reveal. It is clean and simple.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Wiz-Pig on May 29, 2013, 04:15:47 PM
I believe the timing reverts to whoever has the initiative marker in that case.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: baronzaltor on May 29, 2013, 04:51:52 PM
Couldnt you just wait and reveal Poison Blood during the "roll dice" step of the healing to let it go off and then make them gain 0 no matter what they roll?
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on May 29, 2013, 05:25:06 PM
Healing Charm can triple-dip from Divine Favor (priestess ability), Ring of Asyra and Enchanters Ring. This in and of itself makes it far superior to Bull EndurAnce.

The triple dip is appealing, but if you were going to cast two rings, would they really be Ring of Asyra and Enchanter's Ring and not a Dawnbreaker Ring?

I'm always happy to be proven wrong about cards I doubt: I like a diverse meta. I guess we'll see when it's available to everyone. 

Quote
The other notable thing is that while Healing Charm can be seeking dispelled, it is "resistant" to purge/destroy. When a purge or destroy is declared, you can reveal healing charm and resolve the healing prior to the Resolve Spell step.

That's a good point, and one I totally missed.

Quote
The main reason you'd keep healing charm unrevealed is if your creature hasn't taken 8 damage yet. (Since there is a 0.4% chance you could roll 8 healing)

You'd wait till 8, really? This seems like a "push your luck" situation. A bad surprise or an unlucky roll could kill your creature while you were looking for a .4% improvement to your expected value. It's obviously context dependent, but generally if I healed 7 on a creature with only 6 wounds, I'd just be happy to have rolled the 6 and write off the wasted point.

Quote
The other reason is to trick your opponent into not killing your unit, for example if it has 1 health left and is stuck in a poison gas cloud. Your opponent might not bother finishing it off if he thinks it will die anyways, so you save healing charm until just before the next Upkeep phase.

Yeah, that's what I meant by misallocation of resources. And it's an okay tactic, but in this case the creature's still going to be awfully near death. In your example, my creature heals ~4 and then takes 2 damage is is left at ~3 health. (There's a chance I only heal 1, but let's not worry about that too much.) Then, if I have initiative, I get to try to rescue it with teleport/force push/whatever in my quick cast phase, or I can use it for one more attack before you kill it. If I don't have initiative, you get a second chance to kill it in the quick cast phase, but you're probably not prepared for that unless you have Arcane Zap or an elemental wand/thoughtspore. Then you get to activate a creature before I do and probably just finish the injured critter anyway.

I mean, sometimes it'll work beautifully, but it doesn't seem like the reason to include the card. Minor Heal seems better, and that's only borderline playable?
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on May 29, 2013, 05:33:08 PM
Couldnt you just wait and reveal Poison Blood during the "roll dice" step of the healing to let it go off and then make them gain 0 no matter what they roll?

Quote from: Rulebook p. 18-19
If both players want to reveal an enchantment at the same time, the player with the initiative goes first. He may reveal as many enchantments as he wants, one at a time, resolving each one before revealing the next. When he is finished, then the other player may reveal any enchantments, revealing and resolving them one at a time. Then the first player can reveal again, and so on. Each enchantment is resolved as soon as it is revealed.

Enchantments don't seem to have resolution steps. This comes up in Piusflea's recent question about Enchantment Transfer and Nullify. (http://forum.arcanewonders.com/index.php?topic=12352.0)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: baronzaltor on May 29, 2013, 05:38:30 PM
Couldnt you just wait and reveal Poison Blood during the "roll dice" step of the healing to let it go off and then make them gain 0 no matter what they roll?

Quote from: Rulebook p. 18-19
If both players want to reveal an enchantment at the same time, the player with the initiative goes first. He may reveal as many enchantments as he wants, one at a time, resolving each one before revealing the next. When he is finished, then the other player may reveal any enchantments, revealing and resolving them one at a time. Then the first player can reveal again, and so on. Each enchantment is resolved as soon as it is revealed.

Enchantments don't seem to have resolution steps. This comes up in Piusflea's recent question about Enchantment Transfer and Nullify. (http://forum.arcanewonders.com/index.php?topic=12352.0)

Derp.. I was thinking of the attack sequence.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Koz on May 31, 2013, 12:13:22 PM
Are the previews all done?  We haven't seen one in about three days so I'm not sure if that's it or not
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Hale_32bit on May 31, 2013, 01:14:45 PM
Are the previews all done?  We haven't seen one in about three days so I'm not sure if that's it or not

+1. But I'm sure the next will be Makunda. :)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Koz on May 31, 2013, 01:48:54 PM
Are the previews all done?  We haven't seen one in about three days so I'm not sure if that's it or not

+1. But I'm sure the next will be Makunda. :)

Lol, don't jinx us ;)

Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on May 31, 2013, 05:15:46 PM
They tend to come down 21:00-22:00 EDT.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Koz on May 31, 2013, 05:19:08 PM
They tend to come down 21:00-22:00 EDT.

I know, but the last preview was three days ago  :-\
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on June 01, 2013, 10:00:21 PM
Two new spoilers on Facebook:
Remember to lead your target... (http://www.facebook.com/photo.php?fbid=530651936970903)
The true king of Kumanjaro... (http://www.facebook.com/photo.php?fbid=530655386970558)
I'm not sure those links will work if you haven't become a fan of Mage Wars on Facebook. If not, that's easily corrected!
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: patrickconnor on June 02, 2013, 09:38:52 PM
(https://sphotos-a.xx.fbcdn.net/hphotos-ash3/943260_530651936970903_223230384_n.png)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: patrickconnor on June 02, 2013, 09:39:31 PM
(https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-ash3/576674_530655386970558_1067942411_n.png)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: patrickconnor on June 02, 2013, 10:43:38 PM
(https://sphotos-a.xx.fbcdn.net/hphotos-ash3/947096_531174233585340_997880123_n.png)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: patrickconnor on June 02, 2013, 10:44:32 PM
(https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-frc1/580667_531174403585323_1144251939_n.png)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sIKE on June 02, 2013, 10:48:47 PM
Wow! A Harpy finally! Wow a Daze on 4+ a 2:3 chance! It doesn't hit hard, but can shutdown the big guys with that daze for a mere 11 Mana. I think we finally have something to easily counter the LOF opening or teleport a Big (Vamp/Hydra/Angel) opening. I am not even sure of what kind of damage the purple circle thing causes :)

I like it a lot!
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: baronzaltor on June 02, 2013, 11:21:25 PM
I believe the purple damage is Psychic, like the Psylock does.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: nitrodavid on June 03, 2013, 12:10:40 AM
@sike purple with the eye is psychic attack (page 26 rule book)

so this could stop all large teleports apart from arguably the best rush teleport the iron golem (psychic immunity) additionally it would be soon countered by mind shield enchantment (but I forgot if it is a permanent enchantment or like block)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on June 03, 2013, 01:16:04 AM
Huh!
The Harpy is interesting! I don't know what to make of it.
4+ daze seems pretty great, and it's unavoidable, so slapping on a defense enchantment isn't going to help.

It seems pretty durable for the cost, even if it can't contribute a whole lot of damage on its own.

I guess this joins the Psylock as a flying creature with a ranged attack. Interesting that it's a full round action (like all ranged attacks?). You can run from a Harpy, and if it follows you, it can only claw.

Is this being printed as Forcemaster hate, or is it just a coincidence that it halves the solo Forcemaster's damage output, is unavoidable, and flies? It's vulnerable to push/pull because of its full action attack and 0-0 range, and Forcefield still works against it, but daze is only removed at the end of the action phase so double strikes from Galvitar or the second attack from Battle Fury both have a 50% chance of failure. The Scimitar is autonomous, though, so it's immune to the daze condition on the Forcemaster.

In re-reading the daze rules, I just discovered that the -2 to defenses from daze markers stacks if you have more than one daze, even though a single 7+ roll is enough to act normally no matter how many markers you have. If you use the Harpy to hit a creature that has already acted, and have initiative next turn and hit it again before it acts, you can then quickcast a spell at it with -4 defense. That's a long way to go to for a small benefit, but if you're desperate it's something to remember.

Arcane gets all the naked-lady status-inflicting creatures, I guess.

Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Hale_32bit on June 03, 2013, 06:45:15 AM
So many good arcana spells, and not so good nature spells in this expansion. Maybe wizard will be instead beastmaster.  :)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: szendroib on June 03, 2013, 07:16:26 AM
I like the new nature spells, I can build a better canine spellbook now, and we will get some good bigger creatures aswell (only one I don't like so much is the new lion). However I'm still waiting for some new holy spells. The new priest looks like he has a more agressive approach than the priestess, so I hope we will get at least 1 new holy attack spell, and some more agressive holy cards. I felt that in the original game beastmaster and the priestess had less choice than the other new mages, but it seems like this expansion will change it. I already see a lot of potential for new beastmaster decks, and I hope the same will happen to holy aswell in this expansion.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Koz on June 03, 2013, 09:37:45 AM
Wow, I like both of these last two previews.  The boots are effectively a Cobra Reflexes that can be cast from a Battleforge and another way to stack more Defense dice.  I can see putting this card in a lot of builds, especially ones running Battleforge.

The Harpy is an excellent addition to the Air Wizard (or any Wizard for that matter).  4+ Daze to go along with all the Lightning stuff?  Yes please!  This gives an excellent option for the Wizard to stall the aggro-beat-down mages and the "one big" builds that are so popular.  It's possible to add to her ranged attack too with a Hawkeye or a Marked for Death if you really wanted to, but clearly not necessary.

As for previous previews, I think the bow is pretty cool and will be fun to play with (it's obviously meant to go with the new Beastmistress).  The Lion I don't think is very good.  Too expensive for what it does and how duable it is(n't).  Should probably only cost 14 or 15

Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on June 03, 2013, 11:30:01 AM
Dire Wolf does kinda make Makunda look bad, but I wonder if we aren't undervaluing the defense some? When I first started, I thought Bitterwood Fox made Feral Bobcat look bad, but the kitty has grown on me.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: szendroib on June 03, 2013, 11:38:10 AM
Or maybe there will be a new cat type creature in the set we haven't seen yet. If it's powerful enough, than Makunda's buff could be better than we think. But it's only speculation, based on that there is only 1 other legendary and 1 other common cat creature in the game if I'm right. We would need more for Makunda to shine.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: patrickconnor on June 03, 2013, 09:14:04 PM
(https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-frc1/868_531526583550105_594143320_n.png)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: patrickconnor on June 03, 2013, 09:15:24 PM
(https://sphotos-a.xx.fbcdn.net/hphotos-prn2/971380_531527886883308_1807849305_n.png)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sIKE on June 03, 2013, 09:24:03 PM
Sunfire Amulet! Holy Moly Batman! That can just about guarantee Deathlock coming out and then getting an Explode/Dissolve! Let that go for a 3-4 round and the game will quickly get away from the opposing Mage.

Spiked Pit: 7 Mana for a 4 dice unavoidable Piercing +2 attack, a bit pricey but with even a decent roll would break even add in the 100%  chance of getting Stuck: Restrained and Unmovable. Roll a 7+ to remove and a 4 removal cost. Not sure of what type of spell you could use to remove Stuck. Now a Knockdown (typically not that useful) + Spiked Pit could be quite a interesting combo against the big flyers!
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on June 03, 2013, 09:40:04 PM
Sunfire Amulet: Regrowth Belt for control books?

Spiked Pit: I was just thinking the other day that there would be a good combo with a card like this. Wish I could remember what.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sIKE on June 03, 2013, 09:47:45 PM
ring more than regrowth add to your over all Life. Which in the game means a lot, at least to me.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on June 03, 2013, 11:05:57 PM
Here's my thinking:

In an agro deck, I'm usually doing something to get my mage hurt: attacking into a guarding Iron Golem, walking into caltrops, taking attacks from a Gorgon Archer, getting set on fire, etc. Once I've taken even a small amount of damage, it seems much more efficient to heal 2 than to gain 1. Regrowth Belt will negate a Poison Gas Cloud, for example, while Sunfire Amulet won't be able to keep up. And if an Agro deck gets back down to 0 damage, it's probably winning already and doesn't need to go further.

In a control deck with other healing spells, though, Sunfire can be threatening. A Wizard with Sunfire Amulet and a Mage Staff of Heal is potentially really troublesome because once he stabilizes the game, he can heal himself better than he started.

It's also worth considering that regen from the belt can be used to remove bleed tokens, but life gain can't. On the other hand, if your opponent is doing lots of tainted damage, it's possible that you'll run out of vanilla damage to heal and it'll be more efficient to gain life instead.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Hale_32bit on June 04, 2013, 12:03:25 AM
"Spiked pit can only target a zone with no enemy non flying creatures"

Wow, this trap can be played in zone with enemy creatures!
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: szendroib on June 04, 2013, 12:45:34 AM
I really like spiked pit, it has a lot of uses, it will definately be in my beastmaster deck. On the other hand my problem with the sunfire amulet is, that it will potentially lengthen the already long priestess games. I only play for fun, and not competetively (I don't have any enemy in my region:( ). In competetive games I see how it can be a game changer in longer matches.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: jacksmack on June 04, 2013, 04:50:44 AM
Sunfire Amulet! Holy Moly Batman! That can just about guarantee Deathlock coming out and then getting an Explode/Dissolve! Let that go for a 3-4 round and the game will quickly get away from the opposing Mage.

Spiked Pit: 7 Mana for a 4 dice unavoidable Piercing +2 attack, a bit pricey but with even a decent roll would break even add in the 100%  chance of getting Stuck: Restrained and Unmovable. Roll a 7+ to remove and a 4 removal cost. Not sure of what type of spell you could use to remove Stuck. Now a Knockdown (typically not that useful) + Spiked Pit could be quite a interesting combo against the big flyers!

Spiked pit cannot be used together with knockdown to trap a flying creature - although it would make perfect sense if it could.
A flying creature enters the zone flying - only ground units trigger trap. When you knockdown the creature in your next action phase, then the creature aint "entering the zone" and again trap wont trigger.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Koz on June 04, 2013, 09:05:35 AM
These are both pretty cool.  The Sunfire Amulet will certainly see its way into a lot of spellbooks (at least initially), but we'll have to wait and see what kind of impact it has on the game, if any.  Having both Sunfire Amulet on and some form of Regeneration will be a nice combo.  I look forward to trying it, especially in my Priestess who will enjoy the potential of gaining two life a turn.

Spiked Pit...finally, another trap!  I like this one quite a bit, mostly due to the 100% chance of a Stuck condition.  The damage isn't bad either.  All in all, more traps are a good thing, makes it harder for the opponent to know exactly what you've played.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sIKE on June 04, 2013, 09:10:26 AM
A flying creature enters the zone flying - only ground units trigger trap.

Very interesting, this would then apply to Manger Caltrops, Quicksand and any other of the Traps? I have considered the loss flight as entering in to zone as a ground unit.



Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Wiz-Pig on June 04, 2013, 12:54:21 PM
sIke, I think it would be nice and thematic in some ways to make that a rule. Although that would completely screw up a flying unit that guards like the Guardian Angel, unless it was worded in such a way that this only applies when they involuntarily lose flight.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sIKE on June 04, 2013, 02:32:35 PM
Honestly, since it is a trap, if your opponent decided to Guard that to would be entering the zone. to me the idea of a trap is a deterrence of movement. Most of the time Flyers get to ignore most hindrances, once they are on the ground they should be fair game and open to all of the rules of the ground pounders, they just enter the zone a bit differently. 
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Wiz-Pig on June 04, 2013, 03:26:52 PM
Well that would make Caltrops a lot more powerful.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: dexmark on June 04, 2013, 05:04:15 PM
(https://sphotos-a.xx.fbcdn.net/hphotos-prn2/971380_531527886883308_1807849305_n.png)

Adding life. Wow..

We already have a long game play with the normal life. We even cut our game life by half to speed the game up. This item will add more game time. Can't believe I will have to bring more dissolves or steal item. We may ban this item locally to speed up the game. If both mages play this, the game will not end in time.

At round 3 you have 3 more life. Normally aggressive play does start til round 2~3 so the opponent already has 2 to 3 additional life you have to worry about.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sdougla2 on June 04, 2013, 05:19:47 PM
As I've played more, the game has sped up dramatically. I'm not too concerned by Sunfire Amulet slowing down the game. I'm trying to figure out whether it's too slow to be worthwhile or not.

Spiked Pit is very cool. The Warlord should get some mileage out of it.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: nitrodavid on June 04, 2013, 07:01:05 PM
I recall you can get more mana then what is the max on the cards but can you get more than 41 life. this could be a problem because the warlock would only need 3 turns to max his life......of sweet Jesus I get it now sun fire + blood reaper. the 5 cost you pay will in turn make its money back by allowing you to spam the blood reaper buff
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: patrickconnor on June 04, 2013, 09:58:51 PM
(https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-ash3/946366_531967063506057_1679565263_n.png)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sIKE on June 04, 2013, 10:56:47 PM
We finally have out first attack card from the upcoming Conquest of Kumanjaro and an interesting card it is. 5 Mana for 3 dice of damage with a very good chance to Slam (not one of my favorites) and a bit under a 50% chance of an additional Push. This puts it in the in the lower half of attack spells. 

Of interest is that this card and Geyser are the only spells with the Hydro trait and we see a new trait "Extinguish". Need more detail on this trait before I can come to a final conclusion about the over all usefulness of this card.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Wiz-Pig on June 04, 2013, 11:11:23 PM
I'm liking it... mostly. The fact that it is a Water card and relatively cheap is nice, we need more water cards! I'm guess extinguish is probably the text from Geyser turned into a keyword. If so this card is fairly versatile giving a slightly longer range option with an almost guaranteed slam (a marginally better effect then Geyser's Daze) and possible push effect, though I'm not crazy about the fact that it can't target flying creatures.

Given it's general cost effectiveness I guess we'll just have to accept that it's no good against flying creatures... or flying allies for that matter (if extinguish is what I think it is).
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: MrSaucy on June 05, 2013, 12:36:57 AM
Pros:

+ cheap
+ quick spell
+ novice level
+ unavoidable
+ extremely high Slam % chance
+ only card (so far) that can push AND slam

Cons:

- weak damage
- can't target flyers

Overall, I like it. Seems fun and balanced. That push and slam could really disorient a nasty, slow creature that is lumbering towards you. I'm also pretty sure there aren't any creatures (so far) that are immune to water.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: baronzaltor on June 05, 2013, 12:45:57 AM
Pros:

+ cheap
+ quick spell
+ novice level
+ unavoidable
+ extremely high Slam % chance
+ only card (so far) that can push AND slam

Cons:

- weak damage
- can't target flyers

Overall, I like it. Seems fun and balanced. That push and slam could really disorient a nasty, slow creature that is lumbering towards you. I'm also pretty sure there aren't any creatures (so far) that are immune to water.

Another pro would be,
-Water as a damage type is not currently resisted specifically by Elemental Cloak or any type of armor, no creatures have Water Resistance.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Hale_32bit on June 05, 2013, 01:12:15 AM
There are many super guardians in this set to slam them.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: nitrodavid on June 05, 2013, 01:17:20 AM
it is also a great way to shut down a battle forge quickly.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Paleblue on June 05, 2013, 02:05:32 AM
Great way to push someone against the arena wall for an additional 3 dice making it very mana efficient (or through a wall). Failing the push you will probably slam them, which is great.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Boocheck on June 05, 2013, 02:13:23 AM
More and more i cannot wait to play as a druid! :)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on June 05, 2013, 03:49:07 AM
I like it because it raises the possibility of flying conjurations.  ;)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ThePoPGod on June 05, 2013, 03:17:19 PM
Will these cards it this set be legal for gen con? The disclaimer that gets emailed to us didn't say.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: baronzaltor on June 05, 2013, 03:20:59 PM
I believe its legal if its available on store shelves at the time. 
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: patrickconnor on June 05, 2013, 09:55:53 PM
(https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-prn2/8753_532364573466306_1065977456_n.png)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sIKE on June 05, 2013, 10:37:28 PM
Man if you need a impassable object between you and the enemy, you can't get any better than this. It is good bit tougher than the Stone Wall. For 1 more mana you get an additional point of Armor and 3 health over what the Stone provides. It is Earth so both the Warlord and Earth Wizard can put this into their spell books cheaply per say. Blocks LOS and is impassable so you get the Bash from it with a push. Its made of metal so weak against Lightning and Acid. and for a second night in a row a new trait Acid. Dissolve is Acid based also...

This expansion has me popping at the seams with excitement! I can't wait to get the release into my grubby paws!

Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on June 05, 2013, 10:39:47 PM
Wow, yep.
I guess it was decided that Wall of Stone wasn't strong enough, so now, for the minimum possible increase in cost, Wall of Steel gains +1 Armor and +3 health. It's like a Pet Wall! (Whoseagood wall!? Yousagood wall!!)

I wonder if we'll ever get a combined Acid & Lightning attack. Some sort of horrible breath weapon, maybe.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Hale_32bit on June 05, 2013, 10:54:24 PM
3 types of damage in water school (water, frost, acid) and no one in earth!
I think acid in water school because Dissolve there.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sIKE on June 05, 2013, 11:15:07 PM
3 types of damage in water school (water, frost, acid) and no one in earth!
I think acid in water school because Dissolve there.

Don't forget Hydro on the Water side of things. We do have Seismic as a trait on the Earth side along with Stone. I know it is the same but different.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: nitrodavid on June 05, 2013, 11:29:36 PM
water school has hydro attacks, can be argued they are the same word but cards will effect them differently. the necro could possibly introduce a new damage type (frost). a good assumption would be that  hydro and frost and acid will be water school. the clarification would be important because so far there is no immunity to a school only immunity to a type (flame immunity not fire immunity).

on your point about earth not having an attack type, is purely because they are releasing stuff slowly ( I'm sure as fast as they can). I would like to see earth attacks split into rock (hurl bolder) sand (eg sand storm zone attack) and Tera (fissures and earthquakes etc, +2 conjurations, 0 to flying)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Hale_32bit on June 05, 2013, 11:50:34 PM
From Rulebook:
Quote
Water School
Train in the infinite malleability of water.
Water is a crashing wave, a frozen lake,
and a steaming geyser. It is inevitable in its
persistence, and unpredictable in its method.
Who can hold back the flood?

Rock, Sand, Seismic or Force +/- X or immunity, it would be strange and not realistic.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: MrSaucy on June 06, 2013, 12:18:39 AM
(https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-prn2/8753_532364573466306_1065977456_n.png)

YOU!
SHALL NOT!
PASS!

But seriously, you aren't allowed to pass through. Sorry.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sdougla2 on June 06, 2013, 12:32:52 AM
Clearly Wall of Stone was not hardcore enough.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: nitrodavid on June 06, 2013, 12:37:04 AM
so far fire looks to have the least attack types. I don't know what else fire could control other then flame. because any other type fire it can't be something that you would assume flame resistance would not take damage from (eg fire brand imps flame immunity would also be immune to lava and heat etc). I would suggest plasma or maybe the point is fire is not meant to be versatile 
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: baronzaltor on June 06, 2013, 12:51:40 AM
so far fire looks to have the least attack types. I don't know what else fire could control other then flame. because any other type fire it can't be something that you would assume flame resistance would not take damage from (eg fire brand imps flame immunity would also be immune to lava and heat etc). I would suggest plasma or maybe the point is fire is not meant to be versatile

Smoke/Smog could be a fire subtype.  Some things with choking themes.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: nitrodavid on June 06, 2013, 01:03:51 AM
wow I can imagine "smoke cloud"

conjuration, incorporeal wind +4

[all non flying creatures in the same zone as smoke cloud get an invisibility token and keep that invisibility token until they move out of the zone or make an attack. a creature can not gain invisibility for at least 1 turn after loosing it. ]
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Boocheck on June 06, 2013, 02:21:22 AM
What i wish for, is "Iron Gate" - your Wall gains a passage trait for your creatures only :)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: baronzaltor on June 06, 2013, 02:32:56 AM
What i wish for, is "Iron Gate" - your Wall gains a passage trait for your creatures only :)

Nobody gets in to see The Wizard!
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sIKE on June 06, 2013, 11:05:39 AM
I could see lava as a subtype of fire...
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Hale_32bit on June 06, 2013, 11:23:10 AM
I could see lava as a subtype of fire...
What about objects with Flame +X trait? it has Lava + X  by default?
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: nitrodavid on June 06, 2013, 06:21:19 PM
lava could count as flame against all living creatures/conjurations but does double flame damage to non living conjurations
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sIKE on June 06, 2013, 06:31:29 PM
Sorry I was just speculating on subtypes. We can come up with many I am sure, steam could easily be Water or Fire. Lava would be +2 against Earth. Steam could be +2 against Flying Living Creatures....
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: MrSaucy on June 06, 2013, 09:12:04 PM
Sorry I was just speculating on subtypes. We can come up with many I am sure, steam could easily be Water or Fire. Lava would be +2 against Earth. Steam could be +2 against Flying Living Creatures....

Whatever they come up, we NEED a card named "Smoke on the Water."  ;D
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sIKE on June 06, 2013, 09:15:48 PM
Whatever they come up, we NEED a card named "Smoke on the Water."  ;D

I was thinking Fire in the Sky...
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Wiz-Pig on June 06, 2013, 09:35:33 PM
I truly hope they do not create other damage types out of fire. I'm not buying any of them as distinct from fire except for smoke which I think rightly falls under poison. They are all heat based afterall and I cannot see how a creature that was immune or resistant to fire wouldn't also be immune or resistant to steam or magma.

Don't get me wrong I would be perfectly happy with steam and magma themed cards; in fact I think they would be pretty cool. I just don't think they should count as separate damage types within the fire school. I could however see steam as a Fire/Water card or Magma as a Fire/Earth card with each of them potentially counting as both damage types or half and half.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: MrSaucy on June 06, 2013, 10:23:52 PM

Don't get me wrong I would be perfectly happy with steam and magma themed cards; in fact I think they would be pretty cool. I just don't think they should count as separate damage types within the fire school. I could however see steam as a Fire/Water card or Magma as a Fire/Earth card with each of them potentially counting as both damage types or half and half.

Wouldn't a steam/smoke card need "Air" somewhere? Maybe "Fire" + "Air" = "Smoke?"
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: nitrodavid on June 06, 2013, 10:31:21 PM
i mentioned in post about you it that maybe fire school was always meant to be a non versatile school compared to the others elements
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on June 06, 2013, 10:51:16 PM
I'd be quite alright with Fire being a less versatile element in a Jaya Ballard, task mage sort of way.
"Of course you should fight fire with fire. You should fight everything with fire."
—Jaya Ballard, task mage
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sIKE on June 07, 2013, 08:09:06 AM
I truly hope they do not create other damage types out of fire. I'm not buying any of them as distinct from fire except for smoke which I think rightly falls under poison. They are all heat based afterall and I cannot see how a creature that was immune or resistant to fire wouldn't also be immune or resistant to steam or magma.

Don't get me wrong I would be perfectly happy with steam and magma themed cards; in fact I think they would be pretty cool. I just don't think they should count as separate damage types within the fire school. I could however see steam as a Fire/Water card or Magma as a Fire/Earth card with each of them potentially counting as both damage types or half and half.

Typically something Like a Wall of Stone or Wall of Stone would just laugh at Fire, but OTOH Lava melts things that fire will not.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: patrickconnor on June 07, 2013, 12:53:33 PM
Last, but not least. The Wizard's Tower rounds out our Spell Spoilers for the Conquest of Kumanjaro Expansion. Stay tuned this weekend to catch a glimpse of the Johktari Beastmaster and Malakai Priest Ability Cards!

(https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-frc3/2498_532973596738737_1309260166_n.png)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Hale_32bit on June 07, 2013, 12:58:54 PM
My comment from facebook:

"Mana crystal + wand for 7 mana and no require quick action!!!"
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: szendroib on June 07, 2013, 01:17:45 PM
This card is totally awesome. On an other note: the new expansion is said to contain 106(ish) cards, lets say we get 3 of each cards on average, that's around 36 different cards, and we have seen 27(ish) of them. My only problem with it that I thought it will be a themed expansion, in an interview I have heared (youtube) that the priests are coming to invade the land of the beastmistress. So I expected a little more theme from the cards. Don't misunderstand me, I love the new cards, and it will be an instant buy. But where is the invading priest army?:). I was expecting a little more in the way of a coherent theme, but maybe the last cards will correct it. On the upside this way every mage will get some shiny new toys, so I'm really excited about the new set.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Hale_32bit on June 07, 2013, 01:24:29 PM
This card is totally awesome. On an other note: the new expansion is said to contain 106(ish) cards, lets say we get 3 of each cards on average, that's around 36 different cards, and we have seen 27(ish) of them. My only problem with it that I thought it will be a themed expansion, in an interview I have heared (youtube) that the priests are coming to invade the land of the beastmistress. So I expected a little more theme from the cards. Don't misunderstand me, I love the new cards, and it will be an instant buy. But where is the invading priest army?:). I was expecting a little more in the way of a coherent theme, but maybe the last cards will correct it. On the upside this way every mage will get some shiny new toys, so I'm really excited about the new set.

I think it will be 106 names of cards.
in WarlordvsFM 220 cards, 71 names of cards (60 new) and 2 books.And its price near with Kumanjaro expansion's price.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Bishop084 on June 07, 2013, 02:42:06 PM
Wait, a Mana Crystal (or Flower for that matter) is zone exclusive, but a whole Wizard's Tower isn't? I call shenanigans!
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Hale_32bit on June 07, 2013, 02:53:19 PM
Wait, a Mana Crystal (or Flower for that matter) is zone exclusive, but a whole Wizard's Tower isn't? I call shenanigans!

Good point. It very strong tower.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Koz on June 07, 2013, 02:53:28 PM
Wow, that's an awesom familiar.  It's got good health and armor, especially for its cost, and casts its spell as a free action which is superior to the familiars that need to be activated to cast.  And it can change the spell each round for free, making it versitle in what kinds of attacks it can produce.  Because its a conjuration it isn't taken out easily like creature or item familiars either.  This is going to be a staple in most Wizard builds i'd think.

Even a low level spell like Arc Lighting would be good on this.  Even Surging Wave would be nice on this because it's cheap, has a 0-2 range, and Slams on a 3+.  Keep those aggro-beat-down baddies Dazed all day long :)

Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Koz on June 07, 2013, 02:54:35 PM
Wait, a Mana Crystal (or Flower for that matter) is zone exclusive, but a whole Wizard's Tower isn't? I call shenanigans!

Good point. It very strong tower.

Yup, forgot to add that it wasn't Zone Exclusive in my analysis, but I noticed that too.   :)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Wiz-Pig on June 07, 2013, 06:04:24 PM
The real power in this is the ability to combo. With enough mana you could chain three spells back to back in your combo with your quickcast, wizard tower activation, and mage activation. Or two spells and a full attack: Imagine Teleporting an opponent then hitting them with a Hurl Boulder and a full attack from A Hydra or Earth Elemental.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: MrSaucy on June 07, 2013, 06:40:21 PM
(https://sphotos-a.xx.fbcdn.net/hphotos-ash3/947096_531174233585340_997880123_n.png)

At first I was like "meh," but a defense for your boots could be pretty helpful, especially if you are a Forcemaster.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: nitrodavid on June 07, 2013, 07:06:47 PM
(https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-frc3/2498_532973596738737_1309260166_n.png)

so now the wizard (presumably the mage best suited to attack spells) can finally bind attack spells to a familiar, previously only for force master's thought spore could do that.

you are right that most wizards will insta add this to there book (when i read the name i was already thinking what 2 points i could drop). air wizards tend to go only lightning attacks due to there lightning ring, so this tower would be a nice addition because it can cast the wind attacks which will cost you the same.

or imagine running a fire wizard with 5+ fire resistance and sitting in the tower while it constantly playing the best hits of Johnny Cash (Ring of fire) best counter for swarms.

now i just have to keep annoying the Australian store to know when this set it getting here.

Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on June 07, 2013, 10:18:20 PM
Man, people are all over Wizard's Tower. Here are my rambly thoughts:
In which matchups does the Wizard want to cast a Tower? What spell does the Wizard want on the tower for those matchups? How often does the Wizard plan to use the tower? Does the Wizard's chosen element matter?

Fireball seems like it'd make a good Supression Device (http://half-life.wikia.com/wiki/Suppression_Device) but in what matchup does the Wizard want to cast fireball every turn? Lightning Bolt is a similar option, also for 8 mana. Maybe against Beastmaster or Warlord? Akiro's Hammer is not very popular, but it does seem like it has a good matchup against the Wizard's Tower. If the Wizard is reduced to 3 or 4 mana on turns the Tower fires, is the extra action really that important?

Geyser is an option, and it's much cheaper, and would help put out fires started by a Warlock, maybe. 5+ daze seems pretty good, but is that just a bad Temple of Light impression? Pillar of Light is a similar option with a 4+ daze and a 11+ Stun, but only does 2 damage for 5 mana. Is that something Wizard wants to do every turn?

Jet Stream seems like another candidate, with a 4+ push, but I've had that on a wand before and wasn't that impressed. Maybe with the free action it's much better, especially in combination with Wall of Thorns or Wall of Fire? 4 mana would be a reasonable cost to spam with a channeling of 12 or so.

Is Wizard's Tower worth playing against a ground assault by 2 or more Knights of Westlock? I'm tempted to spam lightning spells at Knights (or other things with lightning +2), but I don't want to spend 8 mana only to have the attack bounce off a defense. I guess that's what Arc Lightning is for. Die Bobcat, Die!
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: nitrodavid on June 07, 2013, 11:58:34 PM
Man, people are all over Wizard's Tower. Here are my rambly thoughts:
In which matchups does the Wizard want to cast a Tower? What spell does the Wizard want on the tower for those matchups? How often does the Wizard plan to use the tower? Does the Wizard's chosen element matter?

Fireball seems like it'd make a good Supression Device (http://half-life.wikia.com/wiki/Suppression_Device) but in what matchup does the Wizard want to cast fireball every turn? Lightning Bolt is a similar option, also for 8 mana. Maybe against Beastmaster or Warlord? Akiro's Hammer is not very popular, but it does seem like it has a good matchup against the Wizard's Tower. If the Wizard is reduced to 3 or 4 mana on turns the Tower fires, is the extra action really that important?

Geyser is an option, and it's much cheaper, and would help put out fires started by a Warlock, maybe. 5+ daze seems pretty good, but is that just a bad Temple of Light impression? Pillar of Light is a similar option with a 4+ daze and a 11+ Stun, but only does 2 damage for 5 mana. Is that something Wizard wants to do every turn?

Jet Stream seems like another candidate, with a 4+ push, but I've had that on a wand before and wasn't that impressed. Maybe with the free action it's much better, especially in combination with Wall of Thorns or Wall of Fire? 4 mana would be a reasonable cost to spam with a channeling of 12 or so.

Is Wizard's Tower worth playing against a ground assault by 2 or more Knights of Westlock? I'm tempted to spam lightning spells at Knights (or other things with lightning +2), but I don't want to spend 8 mana only to have the attack bounce off a defense. I guess that's what Arc Lightning is for. Die Bobcat, Die!

if it was a zone exclusive and could not rebind skill i would be a very average spell, but considering all it's stats it is a very good value for money card. the fact that your conjuration can't get incapacitated will really help you against stun lock builds
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Koz on June 08, 2013, 10:17:45 AM
Man, people are all over Wizard's Tower. Here are my rambly thoughts:
In which matchups does the Wizard want to cast a Tower? What spell does the Wizard want on the tower for those matchups? How often does the Wizard plan to use the tower? Does the Wizard's chosen element matter?

Fireball seems like it'd make a good Supression Device (http://half-life.wikia.com/wiki/Suppression_Device) but in what matchup does the Wizard want to cast fireball every turn? Lightning Bolt is a similar option, also for 8 mana. Maybe against Beastmaster or Warlord? Akiro's Hammer is not very popular, but it does seem like it has a good matchup against the Wizard's Tower. If the Wizard is reduced to 3 or 4 mana on turns the Tower fires, is the extra action really that important?

Geyser is an option, and it's much cheaper, and would help put out fires started by a Warlock, maybe. 5+ daze seems pretty good, but is that just a bad Temple of Light impression? Pillar of Light is a similar option with a 4+ daze and a 11+ Stun, but only does 2 damage for 5 mana. Is that something Wizard wants to do every turn?

Jet Stream seems like another candidate, with a 4+ push, but I've had that on a wand before and wasn't that impressed. Maybe with the free action it's much better, especially in combination with Wall of Thorns or Wall of Fire? 4 mana would be a reasonable cost to spam with a channeling of 12 or so.

Is Wizard's Tower worth playing against a ground assault by 2 or more Knights of Westlock? I'm tempted to spam lightning spells at Knights (or other things with lightning +2), but I don't want to spend 8 mana only to have the attack bounce off a defense. I guess that's what Arc Lightning is for. Die Bobcat, Die!

There are lots of spells that will work well with this.  Personally, I would prefer low cost spells that I can safely spam each turn and that have a good effect roll associated with them.  Against beat-down-aggro, Surging Wave seems very good with a 0-2 range, Slams on a 3+ and has the extinguish trait (which is probably like how Geyser works as far as removing Burn).  That seems like it is a very good choice vs the Warlock especially since it can keep him Slammed (Dazed) as well as act as a way to put out Burn.

Other candidates that I like are Arc Lightning and Flameblast.  Both are cheap and Unavoidable and have decent effect rolls.  Jet Stream, Pillar of Light and Invisible Fist can also be good options, but I like these a bit less than the other choices.

As far as mana consumption goes, that is very easy to mitigate.  An early Mana Crystal or two are easy enough to do and not an uncommon play for a Wizard anyway.  The Wizard also has cheap options open to him that can help him save mana while still generating offense with Arcane Zap. 

Sample build that would be easy to achieve could be something like: Wizard equipped with Hawkeye and Staff of Arcanum + Wizards Tower with Lightning Bolt attached = 13 dice of damage a turn with some Mana Drain (Arcane Zap + Lightning Bolt + Staff) for only 8 mana a turn from the Wizard and 18 mana to set up.  This could be cheaper, obviously, by skipping the Staff for something else and/or using a cheaper spell on the Wizards Tower (just switching to Arc Lightning alone drops it to only 5 mana a turn from the Wizard).  My point is that you could easily make use of a mid-level attack spell from the Tower without being short on mana each turn. 

Everyone knows how good familiars are, because action advantage is huge, but everyone also knows how fragile they are (and they tend to be expensive).  This is the first familiar that is hard to get rid of, which is a big deal.  I expect to see this in a lot of Wizard builds.  I mean...why wouldn't you run a copy of this in your Wizard book?  For only 2 points it's a no-brainer.   

 
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: ringkichard on June 08, 2013, 11:28:31 AM
Yeah, it definitely looks good. Maybe the real question is, what matchups doesn't the Wizard want this? It's easy to get carried away with enthusiasm for a card like this, and I'm trying to restrain myself from gushing.

I do like the Hawkeye + Staff of Arcanum plan as a way to conserve mana.

I kind of think that one major weakness of the Tower is that it casts Attack spells, but can't move. Attack spells aren't always that efficient in a mana per hitpoint sense, but they can be really useful tactically by putting down a strong fast hit at range. The tower hits plenty hard, is almost as good as a free quickcast, but seems to help Turtling Wizards, and cant go hunting the opponent's lair, or fleeing opponents.

All that said, I know an Earth Wizard book that'll probably make real good use of this. Boulders keep falling on my head....
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: patrickconnor on June 08, 2013, 01:43:03 PM
(https://sphotos-b.xx.fbcdn.net/hphotos-prn2/971536_533294383373325_556709304_n.png)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Wiz-Pig on June 08, 2013, 03:47:19 PM
This makes the Hunting Bow look a lot better. Equip her with it and she already has the incentive to have an animal also attacking the same target. Add in hawkeye and she ends up with a 6 dice ranged attack with +2 piercing and a 50% bleed chance. Looks like our new Beastmaster is a bit of an assassin.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: MrSaucy on June 08, 2013, 04:00:35 PM
Neato. Wounded Prey is like a condition Marked for Death. That fast trait will make it easy to find room to use the bow. First mage to have ranged +1 too! Very nice.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Cosworth on June 08, 2013, 04:45:07 PM
the new beastmaster looses 2 life & quick summoning and +1 melee for some fast footwork, wounded prey & +1 ranged. It makes her a hit&run type of mage but will be challenging to win with.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: nitrodavid on June 08, 2013, 05:48:39 PM
i don't remember if her bow was 1-2 or 0-2, if it was 1-2 the fast would not be much help because you still need a full action turn to shoot.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: baronzaltor on June 08, 2013, 06:01:00 PM
i don't remember if her bow was 1-2 or 0-2, if it was 1-2 the fast would not be much help because you still need a full action turn to shoot.

She can still get +1 melee from Wounded Prey too if the creature is that close.  Remember even though the bow is in her hands, she still always has access to her basic melee attack.   If you put marked for death on your wounded prey she can ranged attack it for 6 or punch it for 5.

The biggest advantage to built in fast isnt so much the ability to "run and gun", but the time saved by not having to prepare and cast a Cheetah Speed to get it.  She just starts out one action ahead in that regard.
Also, even though the +1 ranged doesnt apply to spells..she can still run around with a wand and fire attack spells if you want a full run and fire style approach.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: patrickconnor on June 09, 2013, 09:52:51 AM
(https://sphotos-b.xx.fbcdn.net/hphotos-frc1/1006119_533600850009345_423007487_n.png)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Hale_32bit on June 09, 2013, 11:49:21 AM
Holy damage is "light damage" - this word was not mentioned before now? I did not notice.
It may be LASERs in future :)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Koz on June 09, 2013, 12:29:03 PM
Wow, this guy seems awesome.  Adding Burn to things like Staff of Asyra or Pillar of Light is amazing.  The Holy Avenger ability is really good too and will make scary creatures even scarier.  How about a 15 health Knight of Westlock that can dish out a 7 die Piercing 1 attack?  Talk about ouch...

He does lose a point of channeling, and his base melee attack is only 2 dice, but his abilities more than make up for that.  I think this guy just replaced the Priestess for me due to the style I like to play (now I get to Burn you when I Daze/Stun you!).

Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: baronzaltor on June 09, 2013, 01:25:01 PM
Holy Avenging Highland Unicorn is awesome
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Cosworth on June 09, 2013, 02:45:20 PM
The 2 new heroes seem rather balanced compared to the "old" ones. Good to see there's not too much power creep already in the Mage area.

The Holy Avenger seems a little hard to pull off. The phrase "another friendly creature" suggests the holy avenger is not included as the legal trigger condition.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Koz on June 09, 2013, 04:43:47 PM
The 2 new heroes seem rather balanced compared to the "old" ones. Good to see there's not too much power creep already in the Mage area.

The Holy Avenger seems a little hard to pull off. The phrase "another friendly creature" suggests the holy avenger is not included as the legal trigger condition.

It's not, so basically you have to wait for another friendly creature (your mage included) to be hit before attacking.  While it's certainly not convenient, it's not all that difficult (having another creature on Guard works).  Obviously a clever opponent may be able to use your targeting restrictions to his advantage.   
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: jacksmack on June 11, 2013, 06:54:15 AM
i.....need.....moar.....spoilers.....nauw!
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: isel on June 11, 2013, 08:11:22 AM
i.....need.....moar.....spoilers.....nauw!

 ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Koz on June 11, 2013, 08:47:08 AM
i.....need.....moar.....spoilers.....nauw!

I think we've seen all the cards from this set at this point.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: jacksmack on June 11, 2013, 08:53:49 AM
i.....need.....moar.....spoilers.....nauw!

I think we've seen all the cards from this set at this point.

then my life serves no purpose until we see the next expansion :(
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: szendroib on June 11, 2013, 09:01:17 AM
That would be sad, where is the invading priest army? :D Or a new holy attack spell I was waiting for :). I think (hope) there are still some cards left, probably around 5-10. If we have seen all the new cards, it is still an awesome expansion, but we have seen much more nature spells than holy, so it makes me wonder if there will be more.

Edit: I guess we will know it in 1-2 days when the first lucky guys get their expansions at origins.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sdougla2 on June 11, 2013, 03:45:12 PM
Wizard's Tower looks very cool, and should probably be an auto include (although not necessarily an auto play) for every Wizard. Using cheap attack spells will generally be the order of the day, but you can switch into burst damage if appropriate, plus it acts as fantastic swarm suppression.

The new Beastmaster looks interesting. She'll have a better reason to use the Lair than the original BM, and I can see playing Lair in FC on the first turn being a way to really pressure your opponent quickly. The lack of Quick Summoning will make it harder for her to swarm, but Wounded Prey is great innate swarm support. It's basically a free Marked for Death for your animals. The new bow will synergize nicely with her animal options.

The new Priest looks like a much better fit for my play style than the Priestess. Holy Avenger is worse than Pet, but still a valuable ability. Malakai's Fire sounds amazing. I'll need to think a bit harder about how to manage mana efficiently with him, since he has more things to spend mana on and lower channeling, but I'm looking forward to playing him.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Wiz-Pig on June 11, 2013, 04:14:44 PM
I find it a little disappointing that there are only half as many card in this set as the Forcemaster vs. Warlord. Looking at it comparatively one might think that for 75% of the cost you would get close to the same number of cards but no spellbooks and heck even if we call the spellbooks from FvW freebies that would still indicate that we should get 75% as many cards. I'm sorry and I don't mean to be offensive, but it seems like a huge drop in value per dollar.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: szendroib on June 11, 2013, 05:09:38 PM
If you put it that way it definately is, but on the other hand this set will bring much more changes and possibilities to the game than the previous one did. So I am much more excited for this set than for Forcemaster vs Warlord. That said I really don't think they should include spellbooks in future expansions. I will have 6 after I get my copy, and it will be more than enough. I get it that if someone only gets the base game and a later expansion, they need more books, especially if they only play with the starter decks and than they can have all the books ready. But even than they wouldn't need 2 new spellbooks with the spelltome expansions.

I would like it more if the expansions would be a little cheaper and the books were sold separately, but it is still worth the money for the variety it brings. Without the books you would get 100ish cards in a small, card sized box. It would be harder to put some epic artwork on it, it wouldn't look that good on the store shelf, and the lower cost probably wouldn't worth the lot of time they invested in the expansion. So I guess one needs to consider a lot of factors :).
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sIKE on June 11, 2013, 05:29:38 PM
Perhaps a large part of the price in any given set is the cost of the cards themselves....
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: szendroib on June 11, 2013, 05:33:01 PM
Might be, they have really great quality.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: nitrodavid on June 11, 2013, 06:15:17 PM
from my manufacturing knowledge I would assume that the price really does not 100% relate to the amount of cards. I always assume 50% of the cost is the fixed cost (set up, boxes, construction etc) while the rest is variable depending on the contents. I would be shocked if they are paying more then 1c per card to produce so I know the amount of cards really doesn't effect the price. and Lets not forget they are trying to make a profit like every good company should. and compared to other games in Australia every mage wars accessory is so cheap compared to the FF and WOTC counterparts
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: isel on June 12, 2013, 02:04:02 AM
from my manufacturing knowledge I would assume that the price really does not 100% relate to the amount of cards. I always assume 50% of the cost is the fixed cost (set up, boxes, construction etc) while the rest is variable depending on the contents. I would be shocked if they are paying more then 1c per card to produce so I know the amount of cards really doesn't effect the price. and Lets not forget they are trying to make a profit like every good company should. and compared to other games in Australia every mage wars accessory is so cheap compared to the FF and WOTC counterparts

how many cost MW in Australia? do you know any web?
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: szendroib on June 12, 2013, 06:13:17 AM
If any lucky individual got the expansion at Origins, could he/she share if there are other cards in the new set besides the spoiled ones?
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Hale_32bit on June 12, 2013, 06:23:33 AM
If any lucky individual got the expansion at Origins, could he/she share if there are other cards in the new set besides the spoiled ones?
And rules please.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Arlemus on June 12, 2013, 05:52:49 PM
http://boardgamegeek.com/boardgameexpansion/143092/mage-wars-conquest-of-kumanjaro-spell-tome-expan

Guys, note: "106 New Spell Cards"

This is just a suggestion, but Arcane Wonders might want to make some kind of announcement stating that the cards spoiled are NOT all the cards in the set.  I see an unsettling number of individuals thinking that the only cards in the set are those spoiled.  IIRC only 20-ish cards have actually been spoiled and I don't want to see people disinterested because they falsely believe that's all their getting in the expansion. 

Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: isel on June 13, 2013, 08:51:39 AM
If any lucky individual got the expansion at Origins, could he/she share if there are other cards in the new set besides the spoiled ones?
And rules please.

No more spoilers..????? sniff, i´m very sad

I hope there would be more cards, not only these because i believe are few, except if AW put in the box 6 copies XD
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: szendroib on June 13, 2013, 08:58:25 AM
I'm sure some people already have the expansion, we should know more soon. But personally I think there will be some more cards in the set. Probably not much more, but some:).
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Boocheck on June 13, 2013, 12:04:56 PM
http://boardgamegeek.com/boardgameexpansion/143092/mage-wars-conquest-of-kumanjaro-spell-tome-expan

Guys, note: "106 New Spell Cards"

This is just a suggestion, but Arcane Wonders might want to make some kind of announcement stating that the cards spoiled are NOT all the cards in the set.  I see an unsettling number of individuals thinking that the only cards in the set are those spoiled.  IIRC only 20-ish cards have actually been spoiled and I don't want to see people disinterested because they falsely believe that's all their getting in the expansion.

106 New Spell Cards, not NEW SPELLS, so there will be 4*Panzer Garde, 4*Troll, 4* Wizard tower... and when you sum it up, it will be yours 106 new spell cards :)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Hale_32bit on June 13, 2013, 12:31:34 PM
http://boardgamegeek.com/boardgameexpansion/143092/mage-wars-conquest-of-kumanjaro-spell-tome-expan

Guys, note: "106 New Spell Cards"

This is just a suggestion, but Arcane Wonders might want to make some kind of announcement stating that the cards spoiled are NOT all the cards in the set.  I see an unsettling number of individuals thinking that the only cards in the set are those spoiled.  IIRC only 20-ish cards have actually been spoiled and I don't want to see people disinterested because they falsely believe that's all their getting in the expansion.

106 New Spell Cards, not NEW SPELLS, so there will be 4*Panzer Garde, 4*Troll, 4* Wizard tower... and when you sum it up, it will be yours 106 new spell cards :)

Only 1 Wizard's Tower, 1 Makunda, 1 Galador, 1 Battle cry
Maybe 6 Enchantment Transfusion, 6 Healing charm, 6 Surging Wave
 = 98 cards maximum.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Paleblue on June 13, 2013, 06:45:40 PM
I'm happy with the new amount of cards and alternate Mages. Of course I would like more cards, but I think there is a solid amount for a mini expansion such as this.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: szendroib on June 14, 2013, 06:47:27 PM
I'm happy with the new amount of cards and alternate Mages. Of course I would like more cards, but I think there is a solid amount for a mini expansion such as this.

Is this a confirmation that we saw all the new cards?:). Or you say you would be fine with it? For me it would be good either way, but still some info would be great from the proud owners of the expansion.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Paleblue on June 14, 2013, 10:31:50 PM
I'm happy with the new amount of cards and alternate Mages. Of course I would like more cards, but I think there is a solid amount for a mini expansion such as this.

Is this a confirmation that we saw all the new cards?:). Or you say you would be fine with it? For me it would be good either way, but still some info would be great from the proud owners of the expansion.

Haha sorry mate it was just my opinion, I'd say I'am a ways of getting my grubby hands on it!
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Cosworth on June 17, 2013, 07:54:13 AM
So Origins 2013 has come and gone and CoK has been in the wild for several days, but still no final news as to the content?

One thing I noticed on BGG was that it said 106 NEW cards in the description indicating no reruns in this expansion.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Shad0w on June 17, 2013, 02:34:25 PM
I have not even had a chance to open my 3 copies yet
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: szendroib on June 17, 2013, 04:22:07 PM
I hope it means you need to buy 2 or 3 copies for full set of cards, that would mean a lot of unspoiled spells :). Or it could mean that you stuff your pillows with cards:D
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Sarkath on June 17, 2013, 04:31:18 PM
There are mostly playsets in the box. 2 of's of a few other things, like Wizard's Tower.

I already mixed my stuff in with my other cards, otherwise I would get a better list.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: szendroib on June 17, 2013, 04:43:47 PM
Thanks it is a good start:)
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: szendroib on June 18, 2013, 03:59:45 AM
It was posted on BGG, an unboxing video:

http://www.youtube.com/watch?v=NAjFDOL-8T0

Long story short we have seen all the cards in the set. To be honest I expected a little more theme from a themed expansion. I already mentioned I expected the invading priest army to have a lot of new tricks, but they didn't get too much new cards. I also waited at least the beastmaster's cool looking green dagger. Also I thought from the box size and the price point that we will get 2 new spellbooks (that I wouldn't have used probably since I have enough).

However even though I find the price way too high for 106 new cards and some tokens, I will surely buy it for the new creatures (they all seem a lot of fun), and for some of the few other fun cards.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: isel on June 19, 2013, 02:37:14 AM
Since i saw this video, i think this expansion it´s expensive, few cards and components for 39 $, the core set have many more and cost 59$, i believe this expansion have wooden action tokens, a spell book...something more...
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: Laddinfance on June 19, 2013, 06:53:40 AM
CoK is 29$, not 39$.  At 39$ it would have new spellbooks.
Title: Re: Conquest of Kumanjaro - SPOILERS
Post by: sIKE on June 19, 2013, 08:32:12 AM
A Knight of Westlock that is a Holy Avenger with Bear Strength is going to be one brute of a creature.