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Messages - DaveW

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916
Events / Special Rules for Gen Con 2013?
« on: July 12, 2013, 04:52:13 PM »
I know that I need to bring a spell book (preferably with cards sleeved), and that all other materials will be provided at the event. I have seen that Origins used a 75 minute game... will that be the case at Gen Con?

Also, are the cards that came out in the second expansion allowed to be used? I know nothing about these cards, so my games will be slower as I get explanations for them, and believe that I will be at a disadvantage as I may not have the newer cards that will meld well with my spell book in place of others that I am using.

Are there any other "special" rules that we need to be aware of?

Is there an errata list anywhere in existence (preferably here) that shows which card texts need to be revised?

Thanks,
Dave

917
General Questions / Controller & Charm
« on: April 16, 2013, 11:15:23 PM »
My understanding is that a "controller" is one of the players. I am trying to figure out whether the Charm card prevents attacks against the mage only (being an extension of the player), or against all of that player's cards in play, or against something else (for example, attacks against conjurations are ok whereas attacks against mage and creatures are not).

Any thoughts? The way I interpret it, this means that no card controlled by the charming mage can be attacked... but I am a new player, so I can't be certain.

918
Spells / Re: The Forcemaster's Forcefield
« on: April 16, 2013, 11:01:13 PM »
Quote from: "Tacullu64" post=7969
I might actually put a second in the spellbook now, but I'm not sure. In my initial assessment I figured there was no way it would get dispelled because of cost. It still seems unlikely, but now I'm not as sure.


I've been toying with having two in my FM spellbook... not only is there an off chance of one getting dispelled, but I wonder if sometimes (very rarely) it might be worthwhile to voluntarily replace it.

The only time I see this as a possibility, is when the FF is beat down the previous turn, and when facing two to four high-effect creatures and no little ones. Then I wonder if it wouldn't be worth not paying upkeep for the one use per turn... and then bring out another copy as soon as you can the next turn, gaining two more uses that turn.

It's just a question of whether the mana cost (discounted for not paying upkeep) and loss of an action is worth it. Right now I'm guessing that you would have to be pretty desperate in terms of life left while at the same time having an overabundance of mana available... conditions that likely won't happen at the same time.

Here's a question though: Can someone remove a spell that he or she cast earlier at any time (or is failure to pay upkeep the only way to do this)? If so, then I wonder if it isn't good to remove the first one when smaller creatures have knocked it down to zero tokens to get another fresh one out (presuming enough mana, etc.

919
Strategy and Tactics / Re: Beastmaster vs Ranged
« on: April 08, 2013, 08:30:25 PM »
This sounds a lot like the battle that I had (as BM) last weekend. My opponent was trying out a Warlord with a huge focus on ranged units and I had a pretty typical animal collection (though with an Angel added into the mix).

He set up his slingers and a hammer with whichever ranged guy gets triplestrike at range 1 as a full round attack on the other side of walls of pikes. I initially built up several smaller creatures and kept them out of range of all of his forces until turn three or four, moving them toward him after that as quickly as I could.

Over the next several turns, I took down one of the walls as I moved the creatures, brought out others (including my angel) and got many of them within the same zones as his mage, creatures and conjurations. My angel picked up two wrath markers, so his mage left his side of the board to try to take it out alone (and did a good job, tossing a pair of boulders at it one turn, taking it down to one life point and out of the game for several turns while it healed / I healed it).

He focused on equipping and enchanting his mage while I kept bringing out the animals. My original set of animals took out his ranged troops, and then moved back to help the others that were harassing his mage on the near side of the board. My BM never crossed the midpoint of the board.

He didn't roll very well with his initial ranged attacks, and nearly all of the animals got through to the ranged guys' zones (many with 2-4 damage markers on them). I think that he should have concentrated on individual animals until they died. He also probably had better options for spells at times. Most importantly, he got distracted by the angel which caused him to stop playing his ranged game.

It also was his first attempt with the warlord, so he still needed to tweak his spellbook. We both are fairly new to the game, but I hope this helps.

920
General Questions / Re: Choose different attack effect?
« on: April 07, 2013, 09:03:01 PM »
I wish. It is nearly useless (in my opinion) to get an incapacitated result on a Mage, and generally would rather have other effects on my opponent. I don't remember what the spell was that I used, but I scored an incapacitated on my opponent the other day and we decided that we had to take the result that was rolled instead of the "lesser" result.

My way of looking at it is that there are a few different things that can happen depending on what out-of-game event happens related to the spell. In this case, one thing isn't a compounding of the first (except, for example, in cases like the Burn / Two Burn effects).

All this having been said, I'm just guessing and letting you know the way we read it when we played. I'm looking forward to a more informed person's answer.

921
General Questions / Teleport into Tanglevine?
« on: April 07, 2013, 08:42:11 PM »
Here are a few questions revolving around the main thought of whether a creature can be teleported into a tanglevine:

1) [strike]Must a tanglevine have a target to entangle when it is cast?[/strike] Target is corporeal creature, so no.

2) Does a tanglevine go away if its original victim gets teleported out?

3) Is it possible for something to be teleported into a tanglevine that does not currently hold a victim? I know that you can teleport something out of it, for example.

4) Would the tanglevine have to be one that you control to teleport something into it, or could you use your opponent's (unoccupied) tanglevine for this (presuming this is legal at all)?

As a side note, I am thinking that this might be an interesting tactic in temporarily incapacitating a flying creature. Thanks!

922
General Questions / Priestess abilities Holy?
« on: March 28, 2013, 11:14:32 PM »
Is the Priestess ability to remove conditions considered "Holy"? All it says is that it is a quick spell. I would have thought that it would be Holy because of what it does and who casts it. Along the same lines... would the spell be an incantation? We figured that it was just a generic ability, and did not count it as either tonight, but it makes a difference when you consider her ability to gain a life point and reduce mana spent using her ring. Thanks!

923
Rules Discussion / Re: Alright... weird enchantment question.
« on: March 26, 2013, 07:48:14 PM »
My vote would be as I stated before: Require the elimination of the duplicate with no mana returned.

924
Rules Discussion / Re: Mind Control and PET
« on: March 18, 2013, 10:33:43 PM »
A corollary please: If the BM's pet is mind controlled (or otherwise made useless or worse), may the BM then remove his pet marker and reuse it on a different animal soon to be summoned?

925
Rules Discussion / Re: Alright... weird enchantment question.
« on: March 18, 2013, 10:17:51 PM »
I would agree that the second enchantment with the same name that becomes revealed gets destroyed.

I would add that if the opponent mage already had cast a still-unrevealed enchantment of the same name, then that unrevealed card also gets destroyed. I get this from the text that says: "but each object or zone cannot have more than one enchantment with the same name attached to it at one time." As soon as the first player reveals the enchantment, the second player is made aware that there now are two enchantments of the same name attached, which is against the rules. It then should become the second mage's responsibility to reveal the duplicate enchantment (without paying the reveal cost) and eliminating that card. (If it remains, it not only breaks the rules but also might be used much as a decoy could, making the target creature appear more powerful than it truly is.)

To me it was not against the rules for the other enchantment to be attached second and revealed first, as that mage did not know that this would cause a second enchantment of the same name to exist.

926
Rules Discussion / Re: Do putting Fast on Slow creature cancels Slow?
« on: March 14, 2013, 10:01:04 PM »
My understanding is that you couldn't use two of the same enchantments to do this though... right? I guess you could use an enchantment and an incantation though since they will have different names.

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