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Author Topic: Creature's activated  (Read 7521 times)

Santar

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Creature's activated
« on: February 24, 2017, 04:31:41 AM »
Hi!
I and my friends have discussion:
Can Alandell pay mana and use his ability not at start of this activated, but in the middle. Befor roll dices step of attack for example?



And one more question: when we activated creature it's activated until the end of it's actions?



I have some old questions without answer:

Ring of healing and Paladin's Cloak:
Can I heal creature 3 gamage, then increase that amount by one and gain the Valor?

Paladin with Paladin's Cloak and Ring Of healing cast Martyr's Restoration.

2) After this spell was casting, Paladin can heal himself from his Paladin's Cloak.

3) Can Paladin use ring to heal the creature 1 damage, when casting Martyr's Restoration?

This ring can work with Healing Wand and Healing Madrigal.
But can this ring work with Theft of Life?
I think it can. So, for 4 points in spell book, 2 quick actions, 6 mana and enemy mage have regenerate  we have:
1) Heal our mage on 2 damage
2) Prevent enemy mage 1 heal.
Profit!

My Paladin has Temple of Dawnbreaker.
My enemy have initiative.
The Challenged enemy's creature attacks mage. He can re-roll and I can say him to re-rall.
If I have initiative, I can say him to use his ability first. And then use my temple to re-roll all attack dices.
But now enemy has initiative, so creature roll dices 1st time, then I can use temple if not, creature may re-roll some dices and I can not use my temple yet. Am I right?

If I put Tangleroot on creature and THEN it becomes flying, the enchantment will be destroyed?

Armor Ward: enemy want to destroy my Vorpal Blade and pay 5 mana for it. Then at the step 4- resolve spell effect he mush pay 4 mana or it will not has effect. Yes? If I have nully on mage, it must be reviled at step 3- counter spell. So I can't get benefit from Armor Ward in this case, because enemy mage must pay only 5 mana at the beginning. Yes?



And the last:
My creature gets Daze wile making attack from enemy counter. Daze removes at the end of my creatures action. So... I can remove this Daze? And the same think with Stun? All this conditions must be removed at the end of my creatures action. If I'm right, It means that Surcle of Light more worse, than I think.
« Last Edit: February 24, 2017, 05:12:08 AM by Santar »

Puddnhead

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Re: Creature's activated
« Reply #1 on: February 24, 2017, 09:10:29 AM »
Great Questions!

Let me see what I can do to answer these questions.  Some of these I am very confident in my answer and some not so here goes:

Confident answers:

1) Ring of Healing increasing the healing to 4 will trigger valor gain from Paladin's Cloak.
2) Martyr's Restoration is NOT actually healing, but transferring damage...will not trigger valor gain from Paladin's Cloak however, you WILL be able to heal the Paladin 1 damage because it has the healing subtype.  As such Martyr's Restoration will also not allow for the use of Ring of Healing because it is not specifically healing the creature.
3) Ring of Healing should work with your own Theft of Life.
4) Tangleroot on a creature that then gains flying will not destroy tangleroot as it only checks for flying when the spell is cast.
5) Armor Ward's effect is applied during the resolve step of the spell cast action so revealing Armor Ward after the dissolve is cast and costs are paid will still prevent destruction unless your opponent chooses to pay the additional mana.
6) The scenario of gaining an effect during an action phase is answered in your quoted text under the "Exception" section.  If you would gain an effect while it is your turn that effect is not resolved until the next activation.  Therefore being Stunned, dazed, grappled etc. does not get removed or resolved until after the next turn's activation.

Not quite as confident answers:
1) Alandell's wording seems to suggest that you would have to pay the costs when he is activated at the beginning of his activation.  I have actually been playing it that you pump him when you start the attack.  I would think that you'd have to commit when he's activated.  So I think I've been playing it wrong.
2) The timing of rerolls is still an issue, I think.  I'm not sure an official answer has been declared, but I would imagine that each person gets to decide if they are going to reroll.  I think that until the damage is actually applied either party can choose to reroll.
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jacksmack

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Re: Creature's activated
« Reply #2 on: February 24, 2017, 09:40:34 AM »
Not quite as confident answers:
1) Alandell's wording seems to suggest that you would have to pay the costs when he is activated at the beginning of his activation.  I have actually been playing it that you pump him when you start the attack.  I would think that you'd have to commit when he's activated.  So I think I've been playing it wrong.
2) The timing of rerolls is still an issue, I think.  I'm not sure an official answer has been declared, but I would imagine that each person gets to decide if they are going to reroll.  I think that until the damage is actually applied either party can choose to reroll.

1: - Flipping the activation marker = activating a creature.
This is when you decide to pay or not.
Otherwise the wording would have been 'during its activation'.

2: - I think its his way: Player with initiative decides first - yes or no. If no then the other player decides. If no, then its too late for the initiative player to change his mind.
If second player decides to reroll, then the player with initiative gets the chance again if he did not already do it.

Borg

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Re: Creature's activated
« Reply #3 on: February 24, 2017, 10:28:32 AM »
1) Alandell's wording seems to suggest that you would have to pay the costs when he is activated at the beginning of his activation.  I have actually been playing it that you pump him when you start the attack.  I would think that you'd have to commit when he's activated.  So I think I've been playing it wrong.

You have to pay when you activate him. ( = turn over his activation marker )
Paying right before you attack is too late and no longer possible.
I think it's a nice subtle balancing thing as this can make cards like Enfeeble and Stumble all the more painful for Alandell.
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jacksmack

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Re: Creature's activated
« Reply #4 on: February 24, 2017, 11:52:45 AM »
But i would actually very much like an official ruling regarding paladin reroll and Dawnbreaker temple.

If i were to make a priestiess book i would include this card for 2 sbp just to counter paladins.

And i would probaly use it also in paladin books to negate the damage recieve from challenging a hardhitter.

Zuberi

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Re: Creature's activated
« Reply #5 on: February 24, 2017, 12:00:12 PM »
Quote from: jacksmack
2: - I think its his way: Player with initiative decides first - yes or no. If no then the other player decides. If no, then its too late for the initiative player to change his mind.
If second player decides to reroll, then the player with initiative gets the chance again if he did not already do it.

This is generally how timing conflicts are resolved and seems appropriate in regards to rerolls. Alandell, as other's have said, has to pay the cost when he is activated, similar to the Necropian Vampiress ability. Puddnhead hit all the other questions square on the head. There is one small question that seems to have been overlooked, at least that I noticed, so I'll address that.

Quote from: Santar
And one more question: when we activated creature it's activated until the end of it's actions?

Yes. Your activation starts when you activate a creature by flipping over it's action marker, and ends when you have finished taking actions with that creature. It is synonymous with the term Action Phase.

The confusion comes from it not being synonymous with the term "Activate", which refers to the act of flipping over the creature's action marker, beginning its Action Phase. I find a useful distinction is to identify whether the word form is a noun or a verb. The noun, Activation, refers to the creature's Action Phase, while the Verb, to Activate, just refers to starting the Action Phase.

Coshade

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Re: Creature's activated
« Reply #6 on: February 26, 2017, 08:20:16 AM »
Enjoy your Banana Puddn. Thank you for taking the time to accurately answer all the questions first.
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Santar

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Re: Creature's activated
« Reply #7 on: March 01, 2017, 02:32:58 PM »
Puddnhead, jacksmack, Borg and Zuberi, thanks for answers.

Now it's time for another crazy questions:

 
Tangleroot on a creature that then gains flying will not destroy tangleroot as it only checks for flying when the spell is cast.

If my Warlock have Demonhide Mask and reveal Demonic Link on himself during an attack the enchantment will not be destroyed. The mage has demon subtype when attacks and will get melee +1 and heal himself 1 dmg.
« Last Edit: March 01, 2017, 02:35:54 PM by Santar »

iNano78

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Re: Creature's activated
« Reply #8 on: March 01, 2017, 02:57:55 PM »
Puddnhead, jacksmack, Borg and Zuberi, thanks for answers.

Now it's time for another crazy questions:

 
Tangleroot on a creature that then gains flying will not destroy tangleroot as it only checks for flying when the spell is cast.

If my Warlock have Demonhide Mask and reveal Demonic Link on himself during an attack the enchantment will not be destroyed. The mage has demon subtype when attacks and will get melee +1 and heal himself 1 dmg.


This one came up elsewhere. The problem is that you can't cast Demonic Link on your Mage, since your Mage is only a Demon while attacking (and at any time that you or a Familiar can cast an Enchantment, your Mage isn't a legal target). What you can do, though, is cast Demonic Link on a legal (Demon) target, then reveal [mwcard=MWSTX1CKE04]Enchantment Transfusion[/mwcard] on the Demon while your Mage is attacking (e.g. between any two steps of an attack, like right after the Declare Attack step), and at that point, you transfuse the Demonic Link onto your Mage. After attacking, the Demonic Link sticks around, so you can continue to use it on your Mage during attacks as long as you have Demonhide Mask.

*edit* Actually, you might be able to put Demonic Link on yourself if you were to attack yourself with [mwcard=FWQ09]Sectarus, Dark Rune Sword[/mwcard]... (Depends on the timing of Sectarus's free action - e.g. whether or not that happens before the end of the Warlock's attack)



Of course, that means hitting yourself with a 5-dice attack with Piercing +2... but maybe it's worth it.
« Last Edit: March 01, 2017, 09:00:06 PM by iNano78 »
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Santar

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Re: Creature's activated
« Reply #9 on: March 01, 2017, 03:46:49 PM »
I can cast any ench on any object in the game. Until they are hidden, they are same for game and have no effect.



iNano78

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Re: Creature's activated
« Reply #10 on: March 01, 2017, 03:49:17 PM »
I can cast any ench on any object in the game. Until they are hidden, they are same for game and have no effect.


That is incorrect. The text in the image you posted recommends that you "check to be sure" - but that doesn't mean you were allowed to cast the face-down Enchantment on an illegal target.

Here is the original discussion of this combo:
http://forum.arcanewonders.com/index.php?topic=17347.0

It absolutely does! But it is difficult to pull off. First, your mage only has the demon subtype while attacking, and you can't cast demonic link on a non demon. This prevents you from casting it directly on your mage and makes the combo impossible in academy. However, in arena you can use enchantment transfusion to move it over during the middle of an attack action. After it's on your mage, it works great. All of its benefits require the demon subtype to activate though, so if you ever lose the mask, demonic link will effectively be suppressed as well.

As Mystery said, there was some discussion regarding whether or not Enchantments should constantly check to make sure their attachment is legal or not, and the rules may change in the future as a result of such discussions (or may not, only time will tell), but right now the rules as written are that Enchantments check that their target is legal when they are cast and again when they are revealed. In addition, some effects like Enchantment Transfusion check to make sure things are legal. But currently it is not checked constantly.

That's actually why the effect of Demonic Link was written the way it is, to only trigger for Demonic creatures. That keeps it from being used with something it wasn't meant to while the broader issue is looked into further.
« Last Edit: March 01, 2017, 03:53:09 PM by iNano78 »
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Zuberi

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Re: Creature's activated
« Reply #11 on: March 01, 2017, 04:19:03 PM »
I can cast any ench on any object in the game. Until they are hidden, they are same for game and have no effect.


If you notice, in that paragraph you quoted, it mentions that the object may have changed and is no longer a valid target. The enchantment needed a valid target when it was first cast. This is because it still follows all of the normal steps for casting a spell. So go back and reread the spell casting sections of the rule book. The only difference is the fact that it gets put into play face down.

The potential Sectarus combo is an interesting point. It will need an official answer on exact timing, but the wording of the spell and the clarifications in the Supplement suggest that it is cast during the attack, immediately after dealing damage. So, it would either count as part of the Damage and Effect step, or immediately following that step. Regardless, for our purposes, the combo looks valid. But, you have to hit yourself in the face. Doing so does save you two quick actions (don't have to cast Demonic Link or Enchantment Transfusion) and a little bit of mana though, so maybe it is worth it. Do it immediately after casting the Sword and Mask, but before you've buffed your melee attack any.

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Re: Creature's activated
« Reply #12 on: March 01, 2017, 04:40:53 PM »
The potential Sectarus combo is an interesting point. It will need an official answer on exact timing, but the wording of the spell and the clarifications in the Supplement suggest that it is cast during the attack, immediately after dealing damage. So, it would either count as part of the Damage and Effect step, or immediately following that step. Regardless, for our purposes, the combo looks valid. But, you have to hit yourself in the face. Doing so does save you two quick actions (don't have to cast Demonic Link or Enchantment Transfusion) and a little bit of mana though, so maybe it is worth it. Do it immediately after casting the Sword and Mask, but before you've buffed your melee attack any.

Assuming this is allowed, it might go something like this:

T1 (19): Move + Battle Forge (-8), QC Ring of Curses (-2)
T2 (18+1): Deploy Demonhide Mask (-2-1); QC FD Rhino Hide (-2); move + hard-cast Sectarus (-9)
T3 (14+2): Deploy Dragonscale Hauberk (-5-1); Reveal Rhino Hide (-3); move + Punch self in face (5 dice w/ Piercing +2, vs Armor +4); Sectarus casts FD Demonic Link (-1-1); QC FD Regrowth (-2)
T4 (12+2): Reveal Regrowth (-4) after Channeling so you can Regenerate 2 during Upkeep...
** Don't forget to get your Curse discount when revealing Demonic Link (you could do this T3 immediately after Sectarus casts it (and during your "attack"), if you want to ensure you get the discount, since [mwcard=MW1Q28]Ring of Curses[/mwcard] discount is only once per round).
** Begin smashing face with Armor +4, 6 dice attack with Piercing +2, Regenerate 2, and something similar to "Vampiric 1" (but that could further stack with Vampirism).

*edit* It's really gonna piss you off when your opponent Dissolves your Demonhide Mask or Dispels your Demonic Link, though.  Effectively a 2-for-1 there, ignoring all the work it took to pull off the combo.
« Last Edit: March 01, 2017, 09:01:12 PM by iNano78 »
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RomeoXero

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Re: Creature's activated
« Reply #13 on: March 01, 2017, 08:26:00 PM »
Why do all that armor juggling? Cast glancing blow, hit self in face for 1 die (2 if youve got battleskill), profit.
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iNano78

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Re: Creature's activated
« Reply #14 on: March 01, 2017, 08:59:29 PM »
Why do all that armor juggling? Cast glancing blow, hit self in face for 1 die (2 if youve got battleskill), profit.

'Cause the armor is useful for the rest of the game, whereas Glancing Blow is only good against your single self-inflicted Sectarus attack. Glancing Blow would be a waste of an action, and saving a couple actions is the whole point of the self-inflicted Sectarus (vs Enchantment Transfusion off a Blood Demon or whatever).

If you don't like the armor, skip it entirely and just use Regrowth (or Regrowth Belt) ASAP so you can recover from the damage from Sectarus. But personally I find that the armor will be useful in the future, and if it saves some damage from Sectarus, that's a bonus.

P.S. Forgot about Battle Skill. I'll update my numbers in the posts above.
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