Today Deckbuilder suggested that someone collect all of the rulings on the Forums that are not completely covered or clear in the Rulebook and FAQ into a single thread. I thought this was a great idea, and so I have sought out to do just that. I ask that people do not post their questions within this thread. If you do have a question that you can not find the answer to, please create your own topic to ask that question.
If you think a topic should be added to this thread, however, then feel free to let me know either by replying to this thread or sending me a private message. I will try to keep this thing updated, both removing old questions that get answered by official updates and adding new topics that come up.
Defense RollsSome enchantments and equipment grant a Defense to a creature. If the card is transfered to another creature, the Defense Marker (or Ready Marker) is left on whichever side it happens to be on.
For Example: You have enchanted your Steelclaw Grizzly with Cobra Reflexes and put it on guard. When your opponent attacks your creature, you decide to use Cobra Reflexes and succeed in avoiding the attack. You then use Shift Enchantment to transfer Cobra Reflexes to your mage. Your mage does successfully receive Cobra Reflexes, however since the Defense was already used this round, it does not provide the mage with any protection until next round.
http://forum.arcanewonders.com/index.php?topic=281.0
Enchanter's WardstoneEnchanter's Wardstone does not benefit enchantments until after they have successfully been cast. Thus it does not increase the cost needed to Nullify an Enchantment.
http://forum.arcanewonders.com/index.php?topic=13987.msg35404#msg35404
Mage AbilitiesCertain mage abilities are limited to creatures you control in addition to being restricted to friendly creatures. This mostly affects team games to prevent two mages from stacking similar abilities. We do not have a complete list of which abilities are restricted as such, but we know for certain that the Beastmaster's Pet is. From that we can infer that similar abilities share this restriction, including the Priest's Holy Avenger, Warlock's Blood Reaper, Necromancer's Eternal Servant, and Druid's Treebond.
http://forum.arcanewonders.com/index.php?topic=13242.msg25722#msg25722
MagebaneI am a little confused as to whether Magebane causes damage when dispelled or not.
http://forum.arcanewonders.com/index.php?topic=13976.msg34282#msg34282
Mage TrainingMage's are required to reveal their training at the beginning of the game. This mostly affects Wizard's currently, who have to announce their choice of elemental training.
http://forum.arcanewonders.com/index.php?topic=13341.msg27117#msg27117
Reverse AttackThe rules are quite clear that [mwcard=MW1E34]Reverse Attack[/mwcard]
only changes the target of the attack for steps 3 and 4 of the attack sequence. This means that you are not the target of your own attack during step 2 and thus can not use any defenses to avoid the attack being redirected back towards you. However, there was a post made by Pixelgeek which contradicts this, saying that you would be required to reveal mandatory defenses like Block or another Reverse Attack. This has caused some confusion and we would like confirmation as to whether Pixelgeek is correct or should we follow the rules as written?
http://forum.arcanewonders.com/index.php?topic=6837.msg6857#msg6857
Seedling PodSeedling Pods are destroyed during the Cast Spell step as part of the cost of casting the spell they've prepared.
http://forum.arcanewonders.com/index.php?topic=13342.msg35405#msg35405
StranglevineThe life gain on Stranglevine is not cumulative and does not compound. When calculating how much life Stranglevine currently has, always start at 6 before adding 2X.
http://forum.arcanewonders.com/index.php?topic=13624.msg29865#msg29865