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Author Topic: Paladin vs Siren Spoilers  (Read 403964 times)

iNano78

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Re: Paladin vs Siren Spoilers
« Reply #225 on: July 04, 2016, 12:52:24 PM »
As for the Paladin, I find it interesting that he seems really good at fielding a Goblin swarm.  Although it will depend what his Spawnpoint restricts (if he has one).  Either of the middle auras (melee +1/piercing +2 or tough -2/armor +2) seem really good on a cheap Goblin swarm... although he could just as easily run Temple Sentries.

By the way, is it just me or does it seem reasonably easy to make the Chivalrous Challenge somewhat unchivalrous / asymmetric: just have a creature (perhaps Knight of the Red Helm) Guard to prevent the "challenged" creature from attacking your Paladin (assuming it isn't Elusive... which reminds me, I hope Victorian Griffin is included in this set! See below), then attack that creature with your Paladin. If it's the "strongest" creature, then gain 2 Valor! (e.g. 1 for the Paladin attacking it, and 1 for it not attacking your Paladin)

« Last Edit: July 04, 2016, 01:45:24 PM by iNano78 »
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Kharhaz

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Re: Paladin vs Siren Spoilers
« Reply #226 on: July 04, 2016, 12:53:30 PM »
Still, it makes for an interesting solo option for the Siren: Buff herself up and give herself an additional Melee +2 every round, like a 1-mana Power Strike that doesn't cost an action.  It would also seem to prevent her succumbing to a Reverse Attack, since she wouldn't be allowed to attack herself (?).  Combine that with Regenerate 1 as long as she's in an aquatic zone, and she's a very solid solo mage.
I think you overlooked the fact, that the call can only target non-mage creatures, though :(

Hypothetically it is still a good question.

But yes it goes on other non-mages


farkas1

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Re: Paladin vs Siren Spoilers
« Reply #227 on: July 04, 2016, 12:54:54 PM »
Yes!

Thanks Aaron for the post.  This is a lot to think about.  Both of them are extremely cool mages...can't wait to try out!
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Reddicediaries

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Re: Paladin vs Siren Spoilers
« Reply #228 on: July 04, 2016, 12:57:36 PM »
No apology necessary.
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Sailor Vulcan

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Re: Paladin vs Siren Spoilers
« Reply #229 on: July 04, 2016, 01:03:27 PM »
As for the Paladin, I find it interesting that he seems really good at fielding a Goblin swarm.  Although it will depend what his Spawnpoint restricts (if he has one).  Either of the middle auras (melee +1/piercing +2 or tough -2/armor +2) seem really good on a cheap Goblin swarm... although he could just as easily run Temple Sentries.

By the way, is it just me or does it seem reasonably easy to make the Chivalrous Challenge somewhat unchivalrous / asymmetric: just have a creature Guard to prevent the "challenged" creature from attacking your Paladin - assuming it isn't Elusive... which reminds me, I hope Victorian Griffin is included in this set!



Well technically since all non-legendary creatures are just mana constructs, your mage is really having indirect honor duels with the enemy mage... ;)
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Re: Paladin vs Siren Spoilers
« Reply #230 on: July 04, 2016, 01:04:17 PM »
The siren seems to be a counter to buddy builds. Maybe mind shield will see some use. Also, KRH is a he first job zombie, jelly, golem, or level 8 creature to have phycic immunity.

Sirens not trained in mind control& :(
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Re: Paladin vs Siren Spoilers
« Reply #231 on: July 04, 2016, 01:08:00 PM »
The paladin also has a ton of flexibility. He can go cheap war creatures, essentially spamming goblins and buffing them. He could go the route of big tank. Or he could have 1-2 buddies and buffs them. These are just some of the possibilities.
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Kharhaz

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Re: Paladin vs Siren Spoilers
« Reply #232 on: July 04, 2016, 01:11:48 PM »
The paladin also has a ton of flexibility. He can go cheap war creatures, essentially spamming goblins and buffing them. He could go the route of big tank. Or he could have 1-2 buddies and buffs them. These are just some of the possibilities.

Wait till you see the rest of his bag. It gets better

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Re: Paladin vs Siren Spoilers
« Reply #233 on: July 04, 2016, 01:15:55 PM »
The paladin also has a ton of flexibility. He can go cheap war creatures, essentially spamming goblins and buffing them. He could go the route of big tank. Or he could have 1-2 buddies and buffs them. These are just some of the possibilities.

Wait till you see the rest of his bag. It gets better

Uh oh!
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Re: Paladin vs Siren Spoilers
« Reply #234 on: July 04, 2016, 01:16:43 PM »
As for the Paladin, I find it interesting that he seems really good at fielding a Goblin swarm.  Although it will depend what his Spawnpoint restricts (if he has one).  Either of the middle auras (melee +1/piercing +2 or tough -2/armor +2) seem really good on a cheap Goblin swarm... although he could just as easily run Temple Sentries.

By the way, is it just me or does it seem reasonably easy to make the Chivalrous Challenge somewhat unchivalrous / asymmetric: just have a creature Guard to prevent the "challenged" creature from attacking your Paladin - assuming it isn't Elusive... which reminds me, I hope Victorian Griffin is included in this set!



He dies have the temple of asyra.
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iNano78

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Re: Paladin vs Siren Spoilers
« Reply #235 on: July 04, 2016, 01:50:34 PM »
He dies have the temple of asyra.

Nice.  I checked Barracks and saw it's "Warlord only" but then didn't bother to check the Temple of Asrya as I assumed it was "Priest(ess) only."  But it's "Holy Mage only" and level 3, so that's right in the Paladin's wheelhouse!

Unfortunately, that means he isn't so great at spawning hordes of Goblins... which is good from a thematic perspective at least.  Temple Sentries and Disciples of Radiance would probably be easier for him to swarm with.
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Re: Paladin vs Siren Spoilers
« Reply #236 on: July 04, 2016, 03:05:23 PM »
Awesome spoiler!
Paladin freakin rocks. Having training in [mwcard=MWSTX2FFQ05]Harshforge Plate[/mwcard] and [mwcard=MWSTX1CKE01]Armor Ward[/mwcard] is pretty sweet. For all you OCTGN players he is also trained in Ballista (a fun promo card for non-octgn people)!! Something about Ballista with [mwcard=MW1J24]Temple of Light[/mwcard] sounds like a fun combo to me   :P

Siren with Shallow Sea is amazing. You can get shallow sea, call an enemy creature into it (give it melee -1) and have your shark people (or any other aquatic creature like the siren) get melee +1. 
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Re: Paladin vs Siren Spoilers
« Reply #237 on: July 04, 2016, 03:07:30 PM »
Awesome spoiler!
Paladin freakin rocks. Having training in [mwcard=MWSTX2FFQ05]Harshforge Plate[/mwcard] and [mwcard=MWSTX1CKE01]Armor Ward[/mwcard] is pretty sweet. For all you OCTGN players he is also trained in Ballista (a fun promo card for non-octgn people)!! Something about Ballista with [mwcard=MW1J24]Temple of Light[/mwcard] sounds like a fun combo to me   :P

Siren with Shallow Sea is amazing. You can get shallow sea, call an enemy creature into it (give it melee -1) and have your shark people (or any other aquatic creature like the siren) get melee +1.

Hadn't thought out that, good point! Yeah, balliata temple of light, malikias Halifax will make a deadly combo.
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Reddicediaries

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Re: Paladin vs Siren Spoilers
« Reply #238 on: July 04, 2016, 03:09:10 PM »
Awesome spoiler!
Paladin freakin rocks. Having training in [mwcard=MWSTX2FFQ05]Harshforge Plate[/mwcard] and [mwcard=MWSTX1CKE01]Armor Ward[/mwcard] is pretty sweet. For all you OCTGN players he is also trained in Ballista (a fun promo card for non-octgn people)!! Something about Ballista with [mwcard=MW1J24]Temple of Light[/mwcard] sounds like a fun combo to me   :P

Siren with Shallow Sea is amazing. You can get shallow sea, call an enemy creature into it (give it melee -1) and have your shark people (or any other aquatic creature like the siren) get melee +1.

Hadn't thought out that, good point! Yeah, balliata temple of light, malikias Halifax will make a deadly combo.
sorry for the typos, typing on my phone while in a rocking car isn't easy.
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Zuberi

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Re: Paladin vs Siren Spoilers
« Reply #239 on: July 04, 2016, 03:19:48 PM »
Still, it makes for an interesting solo option for the Siren: Buff herself up and give herself an additional Melee +2 every round, like a 1-mana Power Strike that doesn't cost an action.  It would also seem to prevent her succumbing to a Reverse Attack, since she wouldn't be allowed to attack herself (?).  Combine that with Regenerate 1 as long as she's in an aquatic zone, and she's a very solid solo mage.
I think you overlooked the fact, that the call can only target non-mage creatures, though :(
Hypothetically it is still a good question.

If I understand the question correctly, you are asking if you reveal a Reverse Attack on a creature that is not allowed to attack itself, what happens. This is covered in the rules supplement.

Quote from: Rules Supplement page 44
When this creature is attacked, you must reveal Reverse Attack during the Avoid Attack Step. The attack is avoided and then redirected back; this creature becomes the new source (although the attacker stays the same), and the original source becomes the new target (even if the original source would not normally be a legal target), for the next 2 steps (Roll Dice and Damage and Effects). Then, destroy Reverse Attack. If the attack is Unavoidable, destroy Reverse Attack without effect.
Hypothetically it is still a good question.

But yes it goes on other non-mages

Emphasis is mine. Even if the attacker is not normally a legal target for the attack, Reverse Attack still functions. So the creature would still hit itself. Some other pertinent examples include:

1. [mwcard=MWSTX1CKJ02]Wizard's Tower[/mwcard] casting a [mwcard=MWSTX2FFA01]Devil's Trident[/mwcard] and getting it reversed back.
2. [mwcard=FWC16]Thoughtspore[/mwcard] casting a [mwcard=MWSTX1CKA01]Surging Wave[/mwcard] and getting it reversed back.

Both are examples of where the attacker would not normally be a legal target, but are still subjected to the attack when Reverse Attack is used.