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Messages - jacksmack

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General Discussion / Re: Conquest of Kumanjaro - SPOILERS
« on: June 11, 2013, 08:53:49 AM »

I think we've seen all the cards from this set at this point.

then my life serves no purpose until we see the next expansion :(

General Discussion / Re: Conquest of Kumanjaro - SPOILERS
« on: June 11, 2013, 06:54:15 AM »

Rules Discussion / Re: Forcefield vs unavoid. attk
« on: June 11, 2013, 05:08:02 AM »
I'm still not sure with the wording of the rules. zone attacks state (page 23 rule book) states "therefore abilities and traits that allow a target to react when it is the target of an attack do not apply to zone attacks"

force field states "when ever you are attacked ....etc", most enchantments are traits so from this wording I see force field will not prevent damage from zone attacks

Hail of stones. Even if you are fast like the ferret you cannot dodge them because its raining stones and there is simply too many of them so you will be hit regardless. Having a shield like the knights of westlock aint gonna protect you either as you will still be hit.

Same goes for other zone attacks - the entire zone is struck so there is nowhere to hide.

Forcefield however still surrounds the FM and negates this attack.

That was thematically. Rules wise my first reply in this topic still answers your post.
Regarding the wording for zone attacks they are meant for traits and abilites that work during the avoid attack step.

General Questions / Re: Guard and Counterstrike
« on: June 09, 2013, 04:12:42 PM »
I have been wondering about this for a while:

What happens if my Hydra is guarding and someone attacks it:

1. It has a natural counterstrike

2. It is also guarding so that also results in a counterstrike.

3. What if it is also enchanted with the "Retaliate" card.

So do all three go off at the same time but only 1 attack is made against the attacker?

Thanks :)

Read the rules for counterstrike.

They are very clear about this situation.

Only 1 counterstrike can be made.

Rules Discussion / Re: Forcefield vs unavoid. attk
« on: June 06, 2013, 08:54:39 PM »

And here is why:

Unavoidable in this game (see codex) Means defenses cannot be used vs this attack.

Forcefield is not a defense. A defense has a special icon, and uses the effect die for rolling to see if the defense is succesful or not.

Forcefield Works BEFORE the avoid attackstep and do NOT roll the effect die.

Unavoidable Works during avoid attack step - so to speak -  to prevent the attacked creature using a defence.
(block and reverse attack is also affected by unavoidable.)

bonus info -
The above also Means that if a forcemaster with forcefield attacks a warlock with reverse attack, then the forcefield will not stop the reverse attack because we are past "before the avoid attack step" as that is where reverse attack gets revealed.

Spells / Re: Divine Intervention
« on: June 06, 2013, 06:43:52 PM »
all teleports ignore block of passage and line of sight (with the exception of arena outer walls). divine intervention is the best teleport in the game because of has unlimited range and you don't pay per square but it is an epic card so you can only use this over powered card once in the game

thats just not true.

The incantation "Teleport" requires the caster to have LOS to both the target and the end destination zone.

Divine Intervention and Teleport trap Work like you u described.

Spells / Re: Divine Intervention
« on: June 06, 2013, 09:22:24 AM »
I'm new here, and have a question about Divine Intervension.
The card text says " in any zone in the arena", its means in any case without Range, but also without LOS ?

Thanks for replys

When you cast the enchantment (face down as always), then the target must be in LOS of the caster and be within 0-2 zones. This information is from the top of the card.

When you reveal this enchantment you do what it says if you pay the reveal cost:

When this spell is revealed, you may Teleport this creature to any zone in the Arena, then destroy Divine Intervention.

Nothing fancy here. No restrictions. Any zone and no LOS required.

General Discussion / Re: Conquest of Kumanjaro - SPOILERS
« on: June 04, 2013, 04:50:44 AM »
Sunfire Amulet! Holy Moly Batman! That can just about guarantee Deathlock coming out and then getting an Explode/Dissolve! Let that go for a 3-4 round and the game will quickly get away from the opposing Mage.

Spiked Pit: 7 Mana for a 4 dice unavoidable Piercing +2 attack, a bit pricey but with even a decent roll would break even add in the 100%  chance of getting Stuck: Restrained and Unmovable. Roll a 7+ to remove and a 4 removal cost. Not sure of what type of spell you could use to remove Stuck. Now a Knockdown (typically not that useful) + Spiked Pit could be quite a interesting combo against the big flyers!

Spiked pit cannot be used together with knockdown to trap a flying creature - although it would make perfect sense if it could.
A flying creature enters the zone flying - only ground units trigger trap. When you knockdown the creature in your next action phase, then the creature aint "entering the zone" and again trap wont trigger.

Rules Discussion / Re: Define Object
« on: June 02, 2013, 05:39:34 PM »
Also if you were to place a harmonize on a mana crystle is that considered a magebind because the mage is benefiting from it? Also does that apply if you applied that enchantment. Example attached to moonglow amulet?

Magebind is when you TARGET a mage - be it your own mage or an enemy mage. Then you pay the extra mana.
If you target equipment or anything else then you dont pay for magebind.

Mana crystals, mana flower and moonglow amulet do NOT have the channeling trait.
Yes - they increase the mages mana regeneration, but they do no generate mana themselves. So they do not have the channeling trait.
The icon for channeling is the purple sparkly circle. Familiars and Spawnpoints has this.

Spells / Re: Stun & daze from circle of lightning
« on: May 31, 2013, 12:30:54 PM »
I managed to find it on page 32 in my rule book (no idea what version i have)

Important: Any conditions that the attacker gained as a result of the defenders damage barrier or counterstrike are not resolved at the end of this action phase.

So it stays till next round.

Now i love you Again circle of lightning.

Spells / Re: Stun & daze from circle of lightning
« on: May 31, 2013, 12:18:52 PM »
From the Codex:

Creature is disoriented and/or blinded. Whenever this creature makes an attack, roll the effect die at the end of the Declare Attack Step. If the result is 7 or higher, the attack is resolved normally. If the result is 6 or less, the attack “misses” its target and skips to Step 5 of the attack sequence (Additional Strikes). If it makes a Zone Attack, only check once: the entire attack either fails or succeeds normally. If a creature has more than one Daze on it, roll only one time to see if the creature misses. In addition, the Dazed creature suffers a -2 penalty to all Defense rolls for each Daze marker it has. All Daze markers are removed at the end of the creature’s Action Phase. Daze has a removal cost of 2. Conjurations cannot be Dazed.

Creature is Incapacitated. All Stun markers are removed at the end of the creature’s Action Phase. Stun has a removal cost of 4. Cannot affect conjurations.

Its real nice to do this kind of attack at the end of you non-initiative phase......you can get in two hits before he activates....

Its a damage barrier. and its severely broken if the counters from this damage barrier attack is removed at the end of the attacking creatures action phase AKA 0.5 second after you put the tokens on it, then you remove it.
It would only serve to help the defender counterstrike. Thats not good enough and makes circle of fire alot better.

Spells / Stun & daze from circle of lightning
« on: May 31, 2013, 11:57:46 AM »
Do these get removed @ the end of the creatures (attackers) action phase? or do they last until next round?

I cant find anything in the FAQ, nor if i use the search function.

General Discussion / Spells there is too few copies of
« on: May 31, 2013, 11:41:15 AM »

I got:
1 x base
1 x Core spell tome 1
1 x Core spell tome 2
1 x Forcemaster vs warlord

This Means i have a total of 4 spellbooks available to fill out.

I have managed to build 4 different spellbooks for the following mages:
Forcemaster (non typical FM that focus on defense and creatures.)
Warlock (swarm with attackspell support)
Wizard (Mana control)
Warlord (creature build)

I have found my self to be short on the following or out of copies after finishing nr 4:
1 x elemental cloak
1 or 2 Dragon scale hauberks
2 x leather boots
1 x leather gloves
2-3 teleport
2 teleport trap
3 wall of stone

Non of my builds uses hand of bim-shala, but im pretty sure i could come up with 2 different builds and then my current 3 wouldnt suffice.

Im pretty sure that even if i had 2 more spellbooks and made a book for both the priestess and the beastmaster resulting in having a spellbook for each mage (kinda cool), that it would be possible for me to build whatever i wanted if i had the above ~15-18 copies

Others running short on the same copies?

General Discussion / Re: Life span for mage wars
« on: May 31, 2013, 10:09:39 AM »
I just hope that it doesnt end up with too many expansions.

30 different mages, 30 different conditions (stun, daze etc) and 30 different traits (regen, flying etc) is simply going be too overwhelming in the end.

Im not saying the current state is anywhere near that point.

Spells / Re: Spells you would like to see
« on: May 31, 2013, 08:08:07 AM »
@jack smack, if you could imagine the grand canyon more like the mage pulling the arena floor apart and holding it there, giving that wall an upkeep cost. also make it immune to all damage apart from the elements which get + X(fire, earth, air, water cause corrosion or environmental damage).

Sounds good.

Point is i want a wall that Blocks passage (with or without bashing possibility) but still allows for ranged attacks.

Not sure if this has been mentioned yet, but I would really like to see a standard Shield and a standard Sword. Both would be War, equipment spells that would take up one hand. It would be cool if the Shield had some sort of tough -x effect against elemental attacks.

I am sure somebody has mentioned this, but I really want some freeze/ice themed cards.

I bet the ice spells will come with the Lich / necromancer

Good idea with the shield. Im not sure how to balance the 1 hand sword though.

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