December 10, 2018, 07:14:31 AM

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Topics - DaveW

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Spells / A little love for the Swamp
« on: December 02, 2018, 07:27:30 AM »
Has anyone used Swamp much? I happened to have it in a book that I played Friday night... Saturday morning... depending on what time it happened.

My opponent cast a little invisible Force dude with Elusive through a Minds Eye in my zone. I panicked thinking that I had no counter. You can't target the stupid thing without a zone attack or the like... and I had a bunch of Zombies in the zone... I'd have to put everyone in the zone on guard just to be able to kill it (or accept that it was going to get attacks in with impunity until it dissipated).

Then I read the details on the Swamp spell during Spell Prep. Get's rid of Elusive... so now he has to go against guards... cool. Then I also saw that it makes all Creatures slow... so other creatures entering the zone can't attack on the same turn... even better. Then I realized that I was playing a FM with his annoying Force Pull ability and that the Swamp keeps my Creatures from being pulled out of the zone... I'm sold. Send me a dozen.

Maybe it was just a niche application that night... but I'm wondering whether anyone else may have any Swamp success stories. If so, with which Mage? I was playing a Necro that time.


Spellbook Design and Construction / Priestess
« on: May 10, 2018, 09:12:52 PM »
Here is a few big Priestess that I've been playing with for a while now. Enjoy!

Total - 120

Attack - 27
1 x Tsunami (6)
1 x Hurl Boulder (4)
1 x Force Hammer (4)
4 x Luminous Blast (4)
3 x Pillar of Light (3)
2 x Swell (4)
2 x Dazzle (2)

Equipment - 17
1 x Elemental Cloak (2)
1 x Assyran Robes (1)
1 x Leather Chausses (1)
1 x Leather Gloves (1)
1 x Staff of Asyra (2)
1 x Resplendent Bow (1)
2 x Dawnbreaker Ring (2)
1 x Colossus Belt (2)
1 x Eagleclaw Boots (2)
1 x Sunfire Amulet (3)

Creature - 19
1 x Brogan Bloodstone (4)
1 x Artemis, Dawnbreaker's Eye (4)
1 x Dorseus, Stallion of Westlock (4)
1 x Joseph Trueblood, High Cleric (3)
1 x Messenger of Bim-Shalla (2)
1 x Light of Dawn (2)

Conjuration - 14
1 x Pillar of Righteous Flame (2)
1 x Tanglevine (2)
1 x Consecrated Ground (1)
1 x Fog Bank (2)
1 x Temple of Asyra (3)
1 x Temple of Light (2)
1 x Hand of Bim-Shalla (1)
1 x Malakai's Bassilica (1)

Enchantment - 14
1 x Rust (2)
1 x Brace Yourself (1)
1 x Restore (1)
1 x Eye for an Eye (1)
1 x Galvanize (1)
1 x Bear Strength (2)
1 x Hawkeye (2)
1 x Cheetah Speed (2)
1 x Rhino Hide (2)

Incantation - 29
2 x Heal (4)
1 x Minor Heal (1)
1 x Mend (1)
1 x Martyr's Restoration (1)
1 x Resurrection (4)
1 x Force Push (2)
1 x Lesser Teleport (1)
2 x Dissolve (4)
2 x Seeking Dispel (4)
1 x Reveal Magic (1)
2 x Dispel (4)
1 x Remove Curse (1)
1 x Purify (1)

The idea in general is to use Light attacks to inflict Daze / Stun conditions while inflicting damage. To this end, Malakai's Bassilica usually comes out early, and Hawkeye usually is one of the first Enchantments cast on the Priestess. My first pieces of equipment are nearly always the Ring and the Robes. When I go on the offensive, I like to have Bear Strength and the Staff out, and when I want to play a ranged game I use the bow. Having the weapon attacks saves mana.

The specific Creatures to be brought out generally depends on the opposing Mage; they each have abilities that complement specific strategies. Three of them have Light attacks, Brogan cuts through armor, etc. In particular, I like to have Dorseus out with the Asryan Robes equipped since that nearly forces someone to play a Deathlock or Poisoned Blood fairly early. Joseph Trublood is generally good in support of nearly any creature combination.

In addition to the Light attack spells, the Force Hammer is primarily in the book to deal with a Deathlock, Swells are for Battle Forges, and Tsunami (along with the Pillar of Righteous Flame) is general swarm defense.

The book can play Temple-heavy (if I let the enemy come to me), or just to have one or two out and go on the offensive. I like the option to deploy the Messenger from the Temple of Asyra to get passive healing during Deployment. On only having six creatures and a Temple of Asyra... I tried to play without the ToA, but having it just helped in so many cases, some action advantage, the ability to cast some of the full-action cost spells and the ability to use my actions to attack.

Did I miss anything that you are curious about?

General Questions / Is copying cards tourney legal?
« on: October 27, 2017, 10:19:08 AM »
I sometimes need to make copies of my cards. I have been doing what was mentioned in another post ( to do this. They are pretty well indistinguishable from a "real" spell card.

Is doing this legal for official tournaments?

For example, I lost a Warlord book that had four Hurl Boulders in it... and now I don't have very many of them. Can I copy one of my remaining ones and use the copies in a tournament legally?

Another example: Some products (thinking Academy decks in particular) do not include enough cards in a single package to put that maximum number of copies of a spell in an Arena book. Can I, for example, make three copies of the Wychwood Hound and use six in a spellbook even though I only own three?

This brings up a related question. Must I actually own the spells to use them? Let's say I don't purchase one particular product, but a friend has. He lends me a copy to put in a tourney book. There is no way to tell that I do not actually own that copy. If photocopies are legal, then all you need to do is to copy your friend's card.

Also, I haven't tried it, but I suppose someone could find a way to copy cards from an online source, print out some to use, and never actually own the spell (or game?) at all. Is this a reason to disallow photocopies in official tournaments?

A really odd situation might arise if copies are not allowed. Let's say one of my Acid Ball copies ends up in a book that I take to GenCon. I have plenty of the cards available at home... it's just that the one that I happened to include in my spell book is a copy. What happens? Is the book disallowed? Do I just play without the spell? I guess this one depends on the TD... but I'm curious what you all think.

Thanks in advance for your thoughts.

Rules Discussion / Minds eye and reverse attack
« on: July 14, 2017, 11:57:21 AM »
I can't search using my phone... so sorry if already asked... but does the minds eye or the creature casting the spell take the effects or damage when the target has something's no like a reverse attack on it

Player Feedback and Suggestions / Artwork for Chitin Armor
« on: June 30, 2017, 11:20:44 PM »
I was happy to finally get the Chitin Armor for my books, but was incredibly disappointed with the artwork. The picture is too small, and hard to make sense of the detail. Please put this one on the list for alternate art, if you are still doing that.

I have been very happy with the art on pretty much every card that came out... which I guess is why this one hit me as funny.

Rules Discussion / Elephant Grass and zone attack question
« on: June 07, 2017, 11:35:44 PM »
We had one other question from our play tonight, this one related to timing on the loss of Elephant Grass to a zone attack.

At the start of the attack, several animals are hiding in the grass so are getting a benefit of two fewer dice being rolled against them. In the zone attack, however, the attacker chooses to roll dice against the Elephant Grass first, which eliminates it.

The question that we had was: Do the animals still benefit from the Elephant Grass that was just destroyed, or do they lose it as soon as the EG is destroyed, and take a full complement of dice from the same zone attack?

Rules Discussion / Weak and Timing of bonuses
« on: June 07, 2017, 05:23:17 PM »
If a creature has several more weak condition tokens than it has basic melee dice (going an effective negative number of attack dice), does a subsequent buff benefit the creature in giving no more dice? So...

Feral bobcat having four weak condition markers has an effective -2 dice and attacks with one

If this bobcat charges for +2 dice... do the existing weak conditions negate the +2 dice, or is it a timing issue... no new weaks reduced the bonus so it attacks with three ?

Spells / "Full Action" and movement to zone with Steep Hill terrain
« on: May 29, 2017, 10:54:07 PM »
I didn't see this question anywhere when I searched.

A friend gave me his understanding of the mechanics related to whether a creature can move into a zone with Steep Hill terrain... and I just wanted to confirm. (Friend, you know who you are... it's not I don't trust you... but....)

Can a non-slow / non-lumbering creature two zones away with no other hindrances move two zones (using a full action) to move into a zone with a Steep Hill, or must the creature already be adjacent to the hill to begin with (similar to using climbing on a wall)?

If so, can a fast creature move one or two zones and attack?

Would someone please help me understand what is intended?

Mages / Priest vs. Addy Warlock?
« on: May 12, 2017, 11:08:52 AM »
All you guys who love the Priest... do you find the burn marker for one mana a good investment when playing against the Addy Warlock? It seems like she would just move the marker back onto your own creatures... no?

Spells / Second Chance and Ring of Asyra interaction
« on: May 11, 2017, 06:08:25 PM »
Since the reveal cost of Second Chance is zero, would the discount from a Ring of Asyra apply to the recasting cost of the Creature?

In other words, and more generally... should additional costs not included in the casting bar at the top of a card be able to be discounted from such a ring?

In other other words... is the casting cost of the spell inclusive of any "additional" costs to cast the spell from other sources and/or text on that or other spells?

Spells / Synergies with "Cleric" type Creatures?
« on: April 29, 2017, 10:30:52 AM »
Are there any spells that provide benefits to having a Creature be a "Cleric" outside of the Temple/Asyra and Altar/Skulls?

I'm not talking about additional benefits that a particular Cleric Creature brings to the table... just things that talk about having "Cleric" type Creatures on the board.


Creative / New spell: Beer Strength
« on: April 15, 2017, 03:17:41 PM »
I was in a silly mood while thinking about spells, and this came out:

Beer Strength
Type: Enchantment, Poison
Cost: 2, 0
Target: Living Creature
Trait: Dissipate 2

Target gains a boost of courage, but is somewhat disoriented. Target can ignore guards, but one guard in zone can counterstrike if desired regardless of this creature's melee target. Target gets Melee -X, where X is the number of dissipate markers on the enchantment, and gains the Pest and Unavoidable traits.

If we ever get a Drunken Monk type mage... this could be more amusing.

Rules Discussion / Strongest creature / Knight of Red Helm
« on: March 11, 2017, 02:19:35 PM »
I didn't see this anywhere, but I'm hoping for some kind of confirmation....

The KoRH gets +2 melee whan attacking the strongest creature. From reading the rules in PvS, I am understanding that this means that if the opponent has only flying creatures on the board (and no others), the KoRH will never get the +2, inasmuch as it can never attack a flying creature... is that correct?

Rules Discussion / Tangleroot and Eagle Wings
« on: December 25, 2016, 11:53:01 AM »
Can a creature enchanted with a Tangleroot gain Flying? What happens to the Tangleroot if so?

Spells / Moloch's Torment
« on: August 18, 2016, 10:22:46 PM »
I can't find this asked anywhere....

Can you just state that an unrevealed enchantment is a curse and then do damage using Moloch's Torment?

Or, if not, can you use an unrevealed enchantment that has to be a curse (such as one originally cast by Serseryx) and then do damage?

Or, do you have to have the curse revealed before you can do the extra damage with Moloch's Torment?


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