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Messages - Matt.dog

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Rules Discussion / Re: flying question vampiress and hinder.
« on: March 25, 2014, 11:45:48 AM »
Hi. Thanks for the replies.  I was checking the faq section of the forums in rules discussion. I looked for an hour.  I'm assuming by naming pg 10 there is some kind of downloadable pdf file our something that I'm not aware of?

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Rules Discussion / flying question vampiress and hinder.
« on: March 24, 2014, 10:36:37 PM »
Hi, I've done a few searches on vampiress and flying, and can't find distinct clarification.  I tend to favor the wordings in the rulebook, although it wouldn't typically make a horrendous difference in gameplay in most situations.

Vampiress in a zone with another ground unit. Hinder rule states if a creature starts in a zone or enters a zone where an enemy creature is then it becomes hindered and can only move 1 space that turn even if it's fast.  Inside the rules it's stated that fliers ignore ground units and vice versa.

So even though the vampiress starts zone on ground and would technically be hindered.  Giving her flying at the beginning of her action phase can't alleviate this I'm assuming, or does the rules around her or revealing a flying enchantment evade the hinderance and she could move 2 that turn. Logically I would think it wouldn't hinder her, but the way the rules are stated it does.

thanks guys

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Spellbook Design and Construction / Re: Johtari Blastmaster 2.0
« on: March 23, 2014, 07:53:44 PM »
I played this with a couple swaps...thought it was bad at first and was pleasantly surprised by a victory. My fiancee used tarkins priestess deck with a couple changes (one less med amulet, big mistake) and she was aggressive and over extended with her angels.

Game opened with me charging to kill the forge with surging wave in the wand. Got it dissolved right after. Casted small creature every turn or 2 with lair to keep pressure on priestess creatures. It took awhile for her to get the temple attack out same with me with the bow. However kicking away at her knights and angels with the  falcons/tarok and foxes eventually paid the toll.  Well timed tangle vines while my animals and spells were in range finished her off.

The game evolved into something I didn't think the deck could or was meant to handle and it succeeded.

I feel it needs something for Healing or life aside from the regrowth belt. Maybe the sunfire amulet for 1 life per turn. Or a heal for a jam.

But overall very pleased.

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Rules Discussion / Re: thorgs taunt plus other creature's guard
« on: March 14, 2014, 06:10:05 PM »
okay thanks for the quick reply.

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Rules Discussion / thorgs taunt plus other creature's guard
« on: March 14, 2014, 05:28:29 PM »
Hi guys, just asking for clarification.  I've seen the thread involving Thorg's taunt and teleport.  The rules for taunt say that if there's another conflicting effect (it names bloodthirsty), so I don't think it affects this situation but I'd like clarification before potentially playing wrong. 
Situation is if I have another guard such as panzergarde with guard up, in same zone as thorg, normally with more than 1 guard you can choose, so even though Thorg's taunt states must make an attack against him if able to do so, does this qualify as a "competing effect" such as bloodthirsty allowing him to ignore thorg and possibly attack another guard?

Thanks,
Matt

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Spellbook Design and Construction / Re: Forcemaster + Gorgon Archer
« on: March 14, 2014, 09:34:50 AM »
ah thanks for clarifying that, I had pm'd sIKE because I couln't locate in FAQ, and didn't want to get thread off topic with my lack of knowledge on common rules/strategies etc.
Much appreciated guys!

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Spellbook Design and Construction / Re: Priest Build
« on: March 13, 2014, 10:17:16 PM »
My Priest build includes a Bear Strength or two for him and a Dawnbreaker Ring to get him up to 4 dice, if you want to hit a bit harder you can throw in Gauntlets for Strength for 5 dice then you get the Burn :)


I run this setup also but priest does 2 normally, +1 ring, +2 bear strength = 5 + chance of stun, 6+ chance of stun with gauntlets, so your #'s are just low by one on the math if I've read this correctly, unless I misunderstood the ongoing posts.

I also run the staff which adds another 2 dice, so I was rolling 8 dice vs my g/f, had no battle furies, but a whirling strike i didn't get to play. Coupled with a 2 knights has proven devastating to all her druid monsters. 

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Spellbook Design and Construction / Re: Forcemaster + Gorgon Archer
« on: March 13, 2014, 10:10:07 PM »
ahh thanks sIKE for clearing that up, not in front of the rule book, and I'm a bit of friendly weekend player, so I lack alot of the tournament ideas you guys can achieve for decks and strategy and the pure knowledge base of all aspects of the rules.  Was I right about the first half that you didn't quote?  When I was complete noob I thought force hold gave the creature +3 upkeep but it's the enchantment I believe, there's the other enchantment, maybe essence drain that gives the creature itself a +2 upkeep can't recall atm, as I'm not looking at the cards to be 100% certain.

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Spellbook Design and Construction / Re: Forcemaster + Gorgon Archer
« on: March 13, 2014, 08:38:09 PM »
how is the obelisk synergy with mind control? this means you pay more mana to control their creature, since you pay mind controls upkeep and gain control of a creature with +1 upkeep?

Also I thought you couldn't force hold a golem, being that force hold is a psychic spell, and it has psychic immunity, since it's non-living.

10
Spells / Re: How essential is teleport?
« on: March 13, 2014, 08:12:07 PM »
scan popular tome cards that you need more of for multiple decks. print, cut, and place in sleeve with some other random card.  Now you don't have some chintzy handwriting on a piece of paper.  I have a deck made for every mage except warlord, I would have to buy like 8 tomes and have ridiculous fire logs of unused cards just to have enough of a select popular few.

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 Hi guys! I don't have any idea if there's official 4 player rules out there, but when your buddy dies do his creatures remain on the board for the other team mate to control or do they disappear?  Logically they would stay...unless you consider them a spell that its somehow linked to the mage that dissipates or that they just run away and flee since no longer under control. 

Thanks guys your advice our opinions is appreciated.

12
Rules Discussion / Re: rules clarifircation with daze + battlefury
« on: June 08, 2013, 02:18:49 PM »
 Thanks all. Noticed the other post after i posted. Which wasn't there when i searched and then decided to register and all the question.

13
Rules Discussion / rules clarifircation with daze + battlefury
« on: June 07, 2013, 11:24:27 AM »
 Hi everyone, I've been following the forums here for rules and tips etc for awhile and finally have a question i couldn't answer with 100% Certainty.  Playing my fiancee last night she hail of stones and dazed my unicorn pet and cervere cat my creatures killing her (saved her for a turn) but my unicorn pet failed the attack check ..i moved on to cervere whom i quick casted battle fury on at  with my mage prior to hail of stones..

So i know battle fury counts as 2 separate attacks. I played it safe and after failing 1st daze check to just end my turn, since i didn't know whether failing to do the first attack prohibited the 2nd. 
So was i supposed to attack again?
Do i re-check for daze? Our did daze get removed after first attack? (logically i think out world be  after entire action phase
 is done.

Thanks everyone

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