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Topics - keejchen

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Rules Discussion / Revealing Blur To Interrupt Conjuration Attacks
« on: January 04, 2020, 10:48:01 AM »
Hey folks,

In the most recent Arcane Duels League, we saw a new trick used to counter a Ballista's attack. Blur was revealed after the Ballista declared its target, and the players agreed that this canceled the attack. Here is the game with time stamp: https://youtu.be/ywZ2lpGRHIQ?t=287

Initially my gut told me that this did not work, but could not recall where I had read the clarification and could not pinpoint the rule. It is, as the judges conclude, legal to reveal Blur when the attack has begun. So why should it not work?

Today I had an epiphany: The reason why the trick does not work is because you can only reveal enchantments "after a step or phase". The first thing that happens when the Ballista is about to fire is the turning of the ready marker, this is not a step. The first "step" taken in a Ballista's ranged attack is "Declare Attack". In the Declare Attack Step you declare the target and check for Line of Sight, this is the only point at which LoS is checked in an attack. After the Declare Attack Step, you may reveal Blur, but it is too late.

It is written in the base manual under "Attacks Step 1: Declare Attack", although they do not put a whole lot of weight on the ruling here. I have scoured the forum to find a clarification of this rule and I have to quote myself on this, from my Enchantment Tranfusion Clarification:

[mwcard=MWSTX1CKE04]Enchantment Transfusion[/mwcard] (ET)
Spells that interact with Line of Sight (Lesser Invisibility/Blur):
If your opponent targets a creature with a spell, you may reveal ET after the opponents ”Pay Cost” step to move an enchantment that would cause LoS to be broken, and the spell is cancelled.
Note that this does not work against standard non-spell attacks, since LoS is only checked during the first step "Declare Attack" and you cannot interrupt an initiated step. You would have to move the LoS-breaking enchant before the attack is even declared.

No one has ever told me that this was wrong, so I assume it is still true.

Zuberi has a similar post for spells, that can be used to support the ruling:
Addendum regarding Option 2: Mana Siphon doesn't choose a target mage until the Resolve Spell Step (the spell itself is targeting a zone, it is the effect of the spell that targets a mage), which is why the Divine Intervention trick works. Similarly, sweeping doesn't choose it's secondary target until after it finishes attacking the first target (luckily the second target is now optional). In order to force someone to choose a different target, possibly making them target themselves, you have to make their desired target illegal before they've actually had a chance to officially target it. For most spells, this means you must make the thing an illegal target before Step 1: Cast Spell, which will probably result in them not casting the spell at all rather than casting it on an undesirable target. Once they've officially selected a target, it is impossible to change it, much less force them to change it.

In conclusion, Blur cannot be revealed to break a Ballista shot or any other attack, you have to reveal it before the attack is declared.

If you want to write it in a more logical, less rules lawyery way: You can reveal Blur after the attack is declared, but the Ballista bolt is already fired and on intercept course with the creature, it does not care that your creature turns blurry/invisible at this stage.

Feel free to discuss and tell me if I am wrong. :D

Events / Viking Con 2019 (Copenhagen)
« on: August 12, 2019, 03:07:54 PM »
We can finally announce that the annual Mage Wars Danish Championship will be hosted at Viking Con this year!

This casual event takes place on the 12th of October in Copenhagen, Denmark. The usual suspects, Biblofilter and I, will be present, as well as a few other Danes.

Come play with us!  ;D

The official program is not online yet, but will eventually be visible here: https://www.viking-con.dk/

Rules Discussion / Elementalist Glyph Clarification
« on: May 21, 2019, 08:21:48 AM »
Playing a bit with Elementalist these days. Once we started using glyphs, a few questions came up. Posting glyphs for reference:

Elemental Glyphs
The Elementalist has four Glyphs: Air, Earth, Fire, and Water. When he casts a spell or reveals an enchantment, he activates all inactive Glyphs that match a school on that spell. Enchantments only activate Glyphs when they’re revealed, not when cast. Example: If the Elementalist casts Volcano, which is both Earth and Fire, then he would activate both of those Glyphs, if inactive. If the Elementalist casts Beam of Frost, which is Air or Water, he would pick one of those Glyphs to activate, if possible.
When active, each Glyph can be deactivated for a special ability:
Air — Once per round, when a creature you control makes an attack, you may pay 1 mana. If you do, deactivate this Glyph to gain +4 on that attack’s effect roll.
Earth — Once per round, when a creature you control is attacked, you may pay 1 mana. If you do, deactivate this Glyph and that creature gains Armor +2 for that attack.
Fire — Once per round, when a creature you control makes an attack, you may pay 1 mana. If you do, deactivate this Glyph and that attack rolls 2 additional dice.
Water — Once per round, during the Upkeep Phase, you may pay 1 mana. If you do, you may deactivate this Glyph and heal 2 damage from your Mage.

Can Fire/Air Glyphs be used on the same attack spell that are used to activate the specific glyph?

Example: With inactive Fire Glyph, Element declares Firestream on enemy mage. For attack spells, you go through steps 1-4 of casting a spell (Declare, Pay, Counter, Resolve). After the Resolve step, the actual attack begins and we go through the attack steps 1-8. The card is discarded once the attack sequence is over.

In this sequence, when do glyphs get activated? And where is the window for declaring the use of a glyph on an attack?

Similarly, at what point do we have the window to use the Armor+2 from Earth Glyph? Can we wait until dice are rolled and make the choice based on results?

Boosting Attacks
Fire and Air Glyph both boost attacks, but to what extend? Since it is not Ranged+X, can I use Fire Glyph on zone attacks like Voltaic Discharge to roll 2 extra dice against all creatures in zone? Or will it only work against one? Or not at all?

What of sweeping and double strike attacks?

Spells / The Embalmed
« on: April 11, 2019, 05:31:41 AM »
The new The Embalmed card is super cool, I am excited to abuse this particular mechanic. At a glance it looks different than all other creature cards, but despite appearances it is still an Undead Creature, which means that you can summon it from a Graveyard or Libro Mortuos, and it interacts with everything as a normal creature would.

I believe it warrants it's own clarification thread, it is a tricky card because we have a Necromancer mage in Arena that can interact with it in a cool way, discussed heavily in the recent stream. I think they did hit on the accurate interpretation of the card at the end, and when I read the card it makes sense, so am going to write it out here in detail. Other interpretations could be made but I feel confident that this is what the card would do in RAW.

The card:

The image was shamelessly ripped from the stream.

When you play the card you are supposed to remove a living non-epic creature in any discard pile from the game. I would recommend that you keep the cards together to avoid confusion. For all intents and purposes, however, The Embalmed card is now switched with a card identical to the creature selected and summoned to the board, with a few exceptions. The summoned creature gains the subtypes: Undead and Mummy, and it gains the trait: Nonliving.

Example for clarity: A Feral Bobcat is in any discard pile and Egyptians likes cats, so you want to embalm it and add it to your horde. Feral Bobcat for reference:

Now we remove the Bobcat from the discard pile (effectively obliterating it but for some reason this terminology is not used, this may be intentional). The caster pays 7 mana, and for all intents and purposes "The Embalmed" card is also removed from the game and is then replaced with this homemade updated Feral Bobcat card:

If Mage Wars was a digital game, I believe that, for clarity, the "The Embalmed" card would simply morph into the updated Feral Bobcat card above. Again, when playing with cardboard we have to keep the two cards together to keep track, though neither of them effectively exist in the game anymore. When the embalmed cat dies, we put the updated Feral Bobcat in the discard pile (this means our two cards, still attached together (and only for reference), should move together to the discard pile). In the discard pile there is nothing you can do with a Nonliving creature, but understanding this mechanic is important because:

When summoning The Embalmed and following the procedure above, creating our updated mummy cat, the Necromancer can place his Eternal Servant marker on it, thus making sure he will never lose his new pet. When the creature is killed, he may reanimate it just as he normally would any other Undead, paying 5 mana to do so (the cost on the updated Feral Bobcat card). If he does so, you still keep the two cards together and reanimate the Feral Bobcat again as a Nonliving Undead Mummy. This means that, in effect, you are not reanimating the "The Embalmed" card and choosing a new creature for it every time you reanimate, which is a very important distinction.

Anyways, this is pretty cool! I'm looking forward to seeing what kinds of creatures will be embalmed, effectively it means that almost every creature can now be reanimated forever. I'm thinking creatures like Combustion Demon, Messenger of Bim-Shalla or maybe even a Dragonclaw Wolverine, give me your best ideas! And hey, you can have 4 copies of The Embalmed in your book, if you're worried that someone manages to obliterate your first Eternal Servant.

And let me know if you think I missed something or have other interpretations of the mechanics.

Off topic / The Original Wargame
« on: January 30, 2018, 11:09:19 PM »
Someone on Reddit linked this article about the world's first actual wargame "Little Wars", created by none other than H.G. Wells, who'd had thunk?

It doesn't have a lot in common with MW, but I thought it was an interesting read, and I know a lot of you guys like studying rules as well, so if you're curious:

Link for article: https://kotaku.com/hg-wells-practically-invented-modern-tabletop-wargaming-5944058
Link for Little Wars ruleset: http://www.gutenberg.org/files/3691/3691-h/3691-h.htm

Rules Discussion / Staff of Storms + Area Attacks
« on: January 20, 2018, 03:39:45 PM »
A question for the archmages.

How does Staff of Storms interact with area attack spells (Forked Lightning/Chain Lightning)? It seems to be worded so you would get the effect+ to all effect dice rolled from the attack.

Is that right?

Spellbook Design and Construction / Undead Dragon
« on: July 07, 2017, 11:33:33 AM »
Biblofilter dared me to make this book. I could not resist.  ::)

May the Dawnbringer have mercy on my soul!

[spellbookname]Undead Dragon[/spellbookname]
[mage]A Necromancer Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[mwcard=MW1J20]1 x Sacrificial Altar[/mwcard]
[mwcard=MW1J11]1 x Idol of Pestilence[/mwcard]
[mwcard=MW1J19]1 x Deathlock[/mwcard]
[mwcard=DNW02]4 x Wall of Bones[/mwcard]
[mwcard=PSJ06]1 x Pillar of Righteous Flame[/mwcard]
[mwcard=MW1J12]1 x Mana Crystal[/mwcard]
[mwcard=DNJ01]1 x Altar of Skulls[/mwcard]
[mwcard=DNC01]4 x Acolyte of the Bog Queen[/mwcard]
[mwcard=DNC09]1 x Plague Zombie[/mwcard]
[mwcard=DNC14]1 x Skeletal Knight[/mwcard]
[mwcard=DNC07]1 x Mort[/mwcard]
[mwcard=MW1C32]1 x Skeletal Sentry[/mwcard]
[mwcard=MW]1 x Alfiya, Noble Enforcer[/mwcard]
[mwcard=MWSTX2FFE04]1 x Brace Yourself[/mwcard]
[mwcard=MW1E32]2 x Regrowth[/mwcard]
[mwcard=MW1E20]1 x Harmonize[/mwcard]
[mwcard=MWPROMO85]1 x Reinforce[/mwcard]
[mwcard=MW1E10]1 x Decoy[/mwcard]
[mwcard=MWSTX2FFE03]1 x Arcane Corruption[/mwcard]
[mwcard=MW1E31]1 x Poisoned Blood[/mwcard]
[mwcard=MW1E24]1 x Magebane[/mwcard]
[mwcard=MW1E27]1 x Marked for Death[/mwcard]
[mwcard=MWAWLE01]1 x Theft of Life[/mwcard]
[mwcard=MW1E29]1 x Nullify[/mwcard]
[mwcard=MW1Q22]1 x Moonglow Amulet[/mwcard]
[mwcard=DNQ01]1 x Cloak of Shadows[/mwcard]
[mwcard=MWPROMO45]1 x Leather Belt[/mwcard]
[mwcard=MW1Q16]1 x Leather Gloves[/mwcard]
[mwcard=MWA01Q04]1 x Leather Chausses[/mwcard]
[mwcard=MWPROMO34]1 x Chitin Armor[/mwcard]
[mwcard=MW1Q19]2 x Mage Wand[/mwcard]
[mwcard=DNI01]1 x Animate Dead[/mwcard]
[mwcard=DNI03]4 x Reassemble[/mwcard]
[mwcard=MW1I28]1 x Teleport[/mwcard]
[mwcard=FWI17]1 x Force Push[/mwcard]
[mwcard=MW1I24]1 x Seeking Dispel[/mwcard]
[mwcard=MW1I06]3 x Dispel[/mwcard]
[mwcard=DNI08]3 x Dissolve[/mwcard]
[cost]Total cost: 120 pts[/cost]

General Discussion / Time Gentlemen, Please!
« on: March 27, 2017, 04:57:36 PM »
Hey everyone.

This discussion is purely for those following the ADMW, but I didn't want to clutter the main ADMW thread unnecessarily. (I hope I put it in the right place.)

So, throughout the ADMW tournament, I have received *a lot* of critique regarding the way I play. After (and during) my game with Theasaris today, I again got a few complaints. While the critique itself does not really bother me too much, it has now spread to the point where I think it is time to address it. Feel free to weigh in and let me know your thoughts on the matter.

The critique can be boiled down to spectators who think I deliberately extend games, where they see that I could clearly have won hours earlier. Now, they may be right, but please consider that the spectators do not know what is in my spellbook, and that neither of us knows what is my opponents spellbook.

If I, in any given round, see ~90% chance of winning by going for the kill now, and ~95% chance of winning if I delay and play it safe, I will always choose to play it safe, even if it extends the game by another hour. Such calculations may be incorrect on my part, but in the moment they are all that I have.

There are no time constraints in the ADMW, other than the limit for choosing individual actions and for certain phases. I have called for these time limits to be regulated, mainly because I know that I am the problem, but have not seen it enforced yet. I did not make the rules, I just follow them. In future tournaments it may be necessary to introduce a hard time limit on games, please feel free to give your suggestions for solutions in this thread.

It has been said many times that Mage Wars has a lot of aspects in common with chess. In chess it is considered widely accepted to lay down your king and concede, when you see clearly that you have lost, and feel that there is no reason to continue the game. Mage Wars has a lot of luck and unknown variables that makes this solution less obvious.

In my game with Theasaris, I said to myself after hour ~3: "Ok, if he has no creatures left, he could probably concede now". However, I will never ask my opponent to concede. Theasaris didn't and if he thinks that he still has a chance, that's completely fair and admirable in my eyes, but also all the more reason for me to think that I have to play safe, because he might be right!

With all that said, I want to make it clear that I do not extend these games just for fun, or to torture my opponent or the spectators. I love Mage Wars more than any other game, and I play to the best of my ability, I will not make suboptimal plays to artificially shorten a game.

I am the kind of guy that plays 12 hour+, 8 player, ffa's in Age of Wonders 3. And I usually enjoy every minute of those games. A 4 hour mage wars game is nothing in comparison.

Custom Cards / Mass tanglevine
« on: March 09, 2017, 08:49:24 AM »
So many card suggestions these days, I thought I would try to write up one of those that I have wanted for a while.  :)

I don't know how to make the cool card art that some of the others are doing, so just text for this.

I have wanted a mass tanglevine, but it doesnt really work as a single card attached to multiple creatures, so I thought of using the vine tokens a bit creatively for this.

Name: Mass tanglevine (maybe mass snare/constriction or something since it isnt really tanglevines)
School: Nature 2
Range: 0-2
Target: Zone
Mana cost: 7?
Action cost: Full
Type: Incantation - vine, plant
For each creature in this zone, you may discard a vine marker from the zone and place a stuck condition on that creature.

Setup for this one may be very difficult, and a stuck marker is not as good as a tanglevine, so costs are low.

Another cool way to do something similar could be with a terrain.

Name: Constricting Vines
School: Nature 2
Range: 0-2
Target: Zone
Mana cost: 10?
Action cost: Quick
Type: Conjuration - terrain, plant
Whenever you place a vine marker in this zone, you may place it on a creature. A creature with vine markers is restrained and unmovable. These vine markers may only be targeted by melee attacks and share a pool of life equal to the amount of vines on the creature.

I actually prefer this last one, with vine tree and vinewhip staff you can place 3 vines per round, so could potentially be strong. For clarification you could still lesser teleport out of these vines since creatures are not attached directly to a conjuration. The vines lose the ability to be targeted by other vine spells when used in this manner.

Creative / Click if you like MW youtube videos
« on: January 03, 2017, 12:49:42 AM »
I have a lot of free time on my hands these days, and I felt like doing something productive. Also the internet needs more mage wars stuff!  :D

Here is the thing I made: www.youtube.com/watch?v=bDOsjIBGZao&t=1s

Hopefully someone finds it an enjoyable watch. Of course, the production value is nowhere near that of Arcane Duels. I plan on releasing a new one once a week or so.

Feel free to give suggestions/critique. For now the sound is a bit low, but it should be fixed in the coming episodes, if I can find the right spell for it.

Rules Discussion / Comprehensive Enchantment Transfusion Clarification
« on: September 13, 2016, 06:18:35 PM »
[mwcard=MWSTX1CKE04]Enchantment Transfusion[/mwcard] (ET)

Hello to all gentlemages out there. I want to talk about a spell that has boggled the minds of both young and old mages. This thread is meant to clarify the limitations and possible interactions (combos) of Enchantment Transfusion. In my local gaming club, every time ET is cast, players start scratching their heads and confusion ensues (even for me!). Hopefully in the future I can link this thread to any new players and they will at least have the option of reading about all the capabilities of this spell in one thread, rather than having to browse the forum for individual rules clarifications, when deciding whether or not to include ET in a book.

There are already many rules threads about ET on the forum. I have skimmed most of them in order to put together this thread. Ideally, I want this to be a discussion thread that anyone can refer to, whenever there is a dispute over ET. If you come across this thread looking to settle an ET dispute, and you cannot find your answer here, then I encourage you to reply with your question, so that we may settle the dispute, and I will update this main post with the new answer.

The goal is only to clarify what the spell is capable of in RAW, and we will save the balance discussion for another thread.

To start off, I think it easiest to talk about the limitations of ET. I list these first because they will apply to all scenarios listed further below.
  • As an enchantment, ET is a quick, range 0-2 spell and it will take up 2 mana. It may only target creatures.
  • When you reveal ET, you may instantly move any enchantments you control (revealed or hidden) on the same creature, to a different legal target creature within range 0-2, paying mana equal to the level of the revealed enchantment(s) moved and 1 mana per hidden enchantment moved.
  • When revealing ET, Line of sight (LoS) from the Mage to the creature is not required. But there must be LOS, from the creature with ET attached, to the creature receiving the enchantment(s).
  • ET does not ignore the obscured trait.
  • When you move and enchantment with ET, any enchantments attached to the moved enchantment(s) (arcane ward/decoy), are moved with it and preserved.
  • Enchantments moved by ET does not trigger Nullify when attached to the new creature.
  • Enchantments with ”once per round”-abilities (such as Akiro's Favor/Cobra Reflexes) have their own ready markers attached, they move with the enchantment(s) and remain ready/used when moved.
  • Enchantments with dissipate markers will have the same amount of markers when attached to the new creature.
  • And enchantments cannot affect an event that occurred before it was revealed (or before it was moved, in case of ET).
The last limitation is ”when can an enchantment be revealed”. This is clarified in the Core Rulebook on page 18-19: http://www.arcanewonders.com/resources/Mage_Wars_Arena.pdf
What is worth noting here, is that enchantment reveals can only occur after a step or phase. It can never interrupt an initiated step. This is where I feel that mistakes are most commonly made. All steps and phases are detailed in the Core Rulebook.

Next comes the interesting part. With the above limitations in mind, what can ET actually do? The spell has many utilities. I will list all the interactions that I am aware of and have encountered so far. I encourage anyone to add to this list and correct any misconceptions. Hopefully this will help both you and I to better understanding ET.

Possible ET Interactions and Combos
For easier reference, the interactions will be listed by the phases or steps in which they are relevant to talk about.

ET and the Upkeep Phase:
Since enchantments can only be revealed after a step or phase, ET can not be revealed when a creature dies from effects applied during the Upkeep Phase (burn/rot/Ghoul Rot). This means that if you fear losing your ET and other enchantments during the Upkeep Phase, you should reveal ET after the Channeling Phase to move and save your enchantment(s).

Pillar of Righteous Flame:
You can now reveal enchantments during the Upkeep Phase since attacks have steps and the Pillar makes its attack during the Upkeep Phase. This does not change a lot, since you only get to reveal after the attack steps, but does open up for more interactions.

Revealing ET during a move action to restrict further actions:
Movement restricting spells (Enfeeble/Force Hold/Turn to Stone...):
Since ET can be revealed after any step (move actions have several steps), you can use it to move Enfeeble to the acting creature after the move, to immediately end its turn, or something restraining such as Force Hold to prevent further movement.
If you reveal or ET a restraining effect after the "Wall Attacks" step of a move, then you can damage the acting creature with the wall it is trying to walk through, after which it is held in the zone it was trying to leave, because the actual move step comes after wall attacks.
Note that in case of restraining effects, the affected creature may still perform a quick action, after being manipulated by your trickery.

Revealing ET after a ”Roll to Miss” step when your opponent is making an attack, to interrupt and counter the attack:
Forced reveal ”counter enchantments” (Block/Reverse Attack...):
If one of these spells are attached to a creature together with ET, and an opponent targets a second creature with an attack, you may reveal ET after the ”Roll to Miss” step for your opponent, to move your ”counter enchantment” to the target, and thus counter the attack. In case of an attack spell, this means that the spell is affected as normal (blocked or reversed) and the opponent loses any mana spent.

Defense enchantments (Force Sword/Force Orb/Cobra Reflexes...):
If one of these spells are attached to a creature together with ET, and opponent targets a second creature with an attack, you may reveal ET after the ”Roll to Miss” step for your opponent, to move your defense enchantment to the target, and then use the defense against the attack. In case of an attack spell, this means that the spell is affected as normal (defense is rolled) and the opponent loses any mana spent.

Using ET to maximize attack modifiers:
After the "Avoid Attack" step of an attack, you may reveal ET to move enchantments to the acting creature, giving it melee +X, piercing +X, charge +X, etc. If you do, these bonuses will apply to the attack roll. If you move the enchantments again later in the round, they may be used once more for the same bonuses on the new creature.
If you, after the first strike of a doublestrike, move any enchantments away with ET and then back to the same creature with another ET, then it may receive the bonuses again on the second attack.
Enchantments that penalize attacks (Agony, Deblilitate, Tangleroot), apply to all attacks by the affected creature, without need for ET.

Demonhide Mask and Demonic Link combo:
Demonic Link can normally not be cast on mages, but if you reveal ET during an attack, while wearing the Demonhide Mask thus gaining the demon trait temporarily, you may move Demonic Link to your mage.

Revealing ET after a ”Pay Cost” step when your opponent is casting a spell, to interrupt and counter the spell:
Forced reveal ”counter enchantments” (Nullify/Arcane Ward/Reverse Magic/Jinx/Mind Shield...):
If one of these spells are attached to a creature together with ET, and opponent targets a second creature, you may reveal ET after the ”Pay Cost” step, to move your counter enchantment to the relevant target, and counter the spell as normal. This means that the spell is countered, and the opponent loses any mana spent (except in case of Jinx or Arcane Ward that refund the mana).

Spells that targets one of your enchantments (Dispel/Disperse/Seeking Dispel/Reveal Magic...):
If another enchantment you control is targeted, and you also have ET attached to the creature in question, you may reveal ET after the opponents ”Pay Cost” step. Thus moving your enchantment before resolving the opponents spell, saving your enchantment from being affected and the opponent loses any mana spent.

Spells that remove many enchantments, without targeting enchantments (Purge Magic/Destroy Magic):
As with the example above, you can reveal ET after ”Pay Costs” to move and save your enchantments and the opponent loses any mana spent. If, however, you reveal ET to counter Destroy Magic, and you move the enchantments to a new creature in the same zone, the enchantment(s) will still be destroyed.

Spells that interact with Line of Sight (Lesser Invisibility/Blur):
If your opponent targets a creature with a spell, you may reveal ET after the opponents ”Pay Cost” step to move an enchantment that would cause LoS to be broken, and the spell is cancelled.
Note that this does not work against standard non-spell attacks, since LoS is only checked during the first step "Declare Attack" and you cannot interrupt an initiated step. You would have to move the LoS-breaking enchant before the attack is even declared.

Purify/Remove Curse:
There was a big discussion on Purify some time ago. Laddinface sums it up like this: ”Purify calculates it's cost when it resolves. In this case the X is just there to remind you that the spell could have a variable cost.”
This means that if you move enchantments away with ET after the ”Pay Cost” step, the opponent will not have to pay anything, though of course the spell is still lost. Remember that enchantments are still destroyed if you hold ET until after the ”Resolve Spell” step.
Please note that it was clarified that this is only true for Purify and Remove Curse, not other spells with X cost.

Healing spells and Poison blood:
As with examples above, you can reveal ET after ”Pay Costs”, but before the "Resolve Spell" step where healing dice are rolled, and in this case move a Poisoned Blood to the target, effectively countering the heal.

Destroyed creatures and ET:
Since enchantments cannot interrupt an event, it is not possible to reveal ET upon creature death. You must time your ET reveal to the step just before it dies. If for example a creature dies during the Upkeep Phase, ET cannot be revealed, and all enchantments are destroyed.
If a creature dies from an attack, you can reveal ET after the ”Roll Dice” step, to move your enchantments before the creature is damaged (objects and any attachments are discarded the instant they receive enough damage to be destroyed).

Rise Again/Second Chance:
Note that enchantments that trigger on destruction are also moved before the destruction and therefore cannot trigger if they are moved with ET.

Drown is another example, suffocate markers move with Drown, but since Drown only applies its effect while attached to a creature, it is not possible to save Drown with ET when a creature would die due to dmg overflow caused by Drown. However, assume you hit a creature with enough damage to destroy it without the attached Drown, you could reveal ET after the "Roll Dice" step to save it.

Spellbook Design and Construction / The Elemental Lord
« on: August 03, 2015, 05:49:55 AM »
So i have been playing this book a lot lately. Of the many books I made this one is by far my favorite. So much I even took it to the last octgn tournament and it was a blast!

The guy is nicknamed the Elemental Lord because of his 6 creatures, 2 of each elemental (currently there is no water elemental) for a total of 50 spellbook points. The basic idea is to make lots of mana and then summon these awesome creatures which some of the best (and most expensive) creatures in the game. They also synergize really well with each other.
Opening with arcane ring + mana crystal leaves you with 25 mana in turn 2, if you are rushed you can drop any of your elementals and something cheap like mana crystal, nully, etc. If not rushed you should keep casting a mana crystal each turn and possibly the staff of storms.
At any time you decide to start getting any of the creatures on the field, your opponent will be forced to react because of the sheer power of each of these creatures, and they are difficult to remove as well. In any game where you get all 6 on the table before dying you will likely win.
Many opponents will go for the mage and ignore the creatures, but the wizards inherent voltaric shield (which he can afford every turn because of his build-up) makes it easier for him to stay alive for the long game, coupled with regrowth belt means he is really hard to kill, retreating with teleport and letting the elementals do the work.
I went with airschool for the staff of storms combo, with hawkeye and 4 storm tokens he is rolling 10 dice on a lightning bolt with 4+ stun. Airschool also allows for the poison gas clouds that synergize well with the nonliving elementals.

What do you think of my little lord? Can he be improved? Is it completely insane to spent 50 points on creatures? Currently I'm thinking he needs some walls for defending himself, but finding the points is hard.

[spellbookname]Elemental Lord[/spellbookname]
[mage]A Wizard (Air) Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[mwcard=DNA01]1 x Acid Ball[/mwcard]
[mwcard=FWA01]2 x Arc Lightning[/mwcard]
[mwcard=MW1A07]2 x Lightning Bolt[/mwcard]
[mwcard=MW1A09]1 x Jet Stream[/mwcard]
[mwcard=MW1J18]4 x Poison Gas Cloud[/mwcard]
[mwcard=MW1J12]6 x Mana Crystal[/mwcard]
[mwcard=MW1C40]2 x Whirling Spirit[/mwcard]
[mwcard=MWPROMO41]2 x Fire Elemental[/mwcard]
[mwcard=FWC02]2 x Earth Elemental[/mwcard]
[mwcard=MW1E29]4 x Nullify[/mwcard]
[mwcard=MW1E21]2 x Hawkeye[/mwcard]
[mwcard=MW1Q01]1 x Arcane Ring[/mwcard]
[mwcard=MW1Q07]2 x Elemental Cloak[/mwcard]
[mwcard=MW1Q32]1 x Suppression Cloak[/mwcard]
[mwcard=MWPROMO28]1 x Staff of Storms[/mwcard]
[mwcard=MW1Q23]2 x Regrowth Belt[/mwcard]
[mwcard=MW1Q08]2 x Elemental Wand[/mwcard]
[mwcard=MW1Q19]2 x Mage Wand[/mwcard]
[mwcard=MW1Q33]2 x Wind Wyvern Hide[/mwcard]
[mwcard=FWI13]1 x Seeking Dispel[/mwcard]
[mwcard=FWI16]2 x Dissolve[/mwcard]
[mwcard=MWPRO1]2 x Dispel[/mwcard]
[mwcard=MW1I21]1 x Purge Magic[/mwcard]
[mwcard=MW1I28]3 x Teleport[/mwcard]
[cost]Total cost: 120 pts[/cost]

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