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WoW Minis 2009 updates to Official Card Reference (2009 06 12)

Last post 11-03-2009, 10:23 PM by ivandol. 42 replies.
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  •  02-04-2009, 11:49 PM 1641855

    WoW Minis 2009 updates to Official Card Reference (2009 06 12)

    Hi,

        The current OCR (2009 06 12) can be downloaded here.

    The following updates were made (2009 06 12)

    1) Death Watcher (2009 Realms) added.

    ------------------------------------------

    The following updates were made (2009 05 12)

    1) Core Set Crafted & Spoils of War added

    The following have received functional errata:

    1) Interfere doesn't affect totems.

    Interfere: Adjacent enemy characters pay [T1] more to make [Magic] attacks.

    Daspien Bladedancer
    Parvink

    2) Soul Link only redirects damage if Radak's pet can be damaged.

    Radak Doombringer, 7, Horde
    Orc Warlock—Demonology, 1A 3R 9H
    Dark Flame [T2R3M4] (Fire)
    [Crit]: Radak may take 1 damage. If he does, deal 1 damage to a defender and each of its adjacent allies.
    Soul Link: If Radak would be dealt attack damage, if able, the first 1 damage is dealt to his pet instead.


    3) Trap Soul's crit ignores LOS, and can target any enemy on the board (including totems).

    Ras Frostwhisper, 10, Monster
    Undead Mage—Frost, 1A 2R 9H
    Trap Soul [T2R3M5] (Frost)
    [Crit]: If a defender is destroyed this attack, deal 2 damage to target enemy, ignoring line of sight.
    Chill Aura: At the start of Ras's turn, put a move -1 counter on each adjacent enemy without one. Remove that counter at the end of tick 5/10.
    Legendary: Awards double VP when destroyed. You can play no more than 1 legendary character.


    4) Serpent Sting has received errata, and now has the Poison tag.

    Serpent Sting, T2R4, Hunter
    Debuff—Poison, Marksmanship
    When debuffed character takes an action, deal 1 damage to it.


    5) Call of fire doesn't trigger when an ally totem is destroyed.

    Prophet Velen, 10, Alliance
    Draenei Shaman—Elemental, 2A 3R 10H
    Lightning Bolt [T3R3M6] (Nature)
    [Crit]: Each damaged enemy takes 1 damage.
    Call of Fire: When a non-pet ally character (including this character) is destroyed, each enemy takes 1 damage.
    Legendary: Awards double VP when destroyed. You can play no more than 1 legendary character.

    6) Champion of the Horde doesn't trigger when Rexxar destroys an enemy totem.

    Rexxar, 10, Horde
    Mok'Nathal Hunter—Beast Mastery, 3A 1R 10H
    Twin Axes [T3R1P4] (Melee)
    After this attack, make this attack a second time. (May choose different targets.)
    [Crit]: Heal 1 damage from Rexxar and his pet Misha.
    Champion of the Horde: When Rexxar destroys a non-pet enemy character, put a [Physical] +1 counter on him.
    Legendary: Awards double VP when destroyed. You can play no more than 1 legendary character.


    7) Cleave's crit attack has [Range] 1, and can damage Totems.

    Summon Jhuroon, T2, Demonology Warlock
    Pet—Felguard, Demonology, 3A 2R 4H
    Demonology Warlock Only
    Cleave [T3R1P4] (Melee)
    [Crit]: Make a [R1P3] (Melee) attack against a different enemy.


    8) Chain Heal doesn't require LOS from the Shaman to the second or third ally.

    Chain Heal, T2R2H3, Shaman
    Heal, Restoration
    After this heal, make a [H2] heal affecting a second ally adjacent to the first target, then a [H1] heal affecting a third ally adjacent to the second ally. ¶
    All three heals have "[Crit]: Heal +1."


    9) Flame Wave has only one target.

    Flame Wave, T1R1M2, Demon
    Attack (Fire)
    Channel [T1]
    This attack also affects enemies in the next 2 spaces beyond the initial target in a straight line from the attacker.
    [Crit]: Damage +1.


    10) Tranquility doesn't target.

    Tranquility, T1, Druid
    Heal, Restoration
    Channel [T1]
    Make a [H1] heal affecting this character and each adjacent ally.
    [Crit]: Heal +1.


    11) If Razaani's Warp Discharge crits, he must teleport to attack and pays no ticks to do so.

    Razaani Nexus Stalker, 8, Monster
    Ethereal Mage, 2A 4R 7H
    Warp Discharge [T2R1M4] (Arcane)
    [Crit]: Razaani Nexus Stalker may teleport 1 space. If he does, he may immediately play Warp Discharge without paying its [Tick] cost, targeting an enemy character who hasn't been attacked this turn.
    Astral Traveler: At the start of each Ethereal ally's turn, it may teleport adjacent to an enemy within [R2]. If it does, it doesn't make its natural move this turn. (This character counts as an ally.)


    12) Upgrade cards can be reattached to a non-Mechanical ally (eg, with Spellsteal) .

    Upgrade: Target only a Mechanical ally. Remove this buff when buffed character rolls a [Crit] while attacking.

    Arcane Infusion
    Buzzsaw
    Fear Generator

    ------------------------------------------

        The following updates were made (2009 02 17):

    1) Battlegrounds season 1 & 2 cards added.

    2) These cards no longer have the range icon. Unless otherwise specified, a character can only use such an ability on itself: (405.2b)

    Bestial Fury
    Blessing of Protection
    Care for a Pint?
    Demon's Last Stand
    Frost Nova
    Healing Potion
    Holy Nova
    Multi-Shot
    Psychic Scream
    Thunder Clap


        The following have received functional errata:

    1) Power Word: Fortitude only increases the health of the buffed ally, and does not heal.

    Power Word: Fortitude, T1R3, Priest
    Buff, Discipline
    Buffed ally gains [Health] +1.
    Recharge: Ready this card at the end of tick 5.


    2) Snowsong also removes all "can't move" counters and debuffs from Thrall (eg: Entangling Roots). However "can't move" effects remain, and so playing Snowsong won't free Thrall if he is affected by Python Grab's crit effect.

    Snowsong, T0, Warchief Thrall
    Instant, Enhancement
    Warchief Thrall Only
    Remove all counters and debuffs from Thrall that reduce or prevent his movement. <p> Thrall has move +2 and his move can't be reduced this turn.


    3) Demon's Last Stand makes a single attack against all adjacent enemy characters (roll attack dice once), and does not affect Totems.

    Demon's Last Stand, T1, Demon
    At the start of this character's next turn, it makes a [MX] (Shadow) attack against all adjacent enemy characters, where X is this character's remaining [Health]. Then, destroy this character.


    4) Mighty Gurgle only affects the next attack with exactly one defender.

    Mighty Gurgle, T0, Murloc
    Instant
    This character's next attack against exactly one defender this turn has [Physical] [Magic] +1 for each other Sea Creature ally adjacent to that defender.



    Thanks,


    Edwin T.
  •  02-05-2009, 12:06 AM 1641861 in reply to 1641855

    Re: 2009 updates to Official Card Reference

    Ouch, there goes PW:F. Snowsong received a buff which is a plus for Thrall uses (it is actually viable now against Roots kite team). Mighty Gurgle... well I have not seen many Murlocs team but i guess no more flame strike shenanigans (and rules headache).
    Some people learn, some people don't. For me, I can never correct myself to say Julia Graves as opposed to Julia Roberts
  •  02-05-2009, 12:50 AM 1641873 in reply to 1641861

    Re: 2009 updates to Official Card Reference

    Power Word:NOOOOO!!!!!

    Man and damn, that was the best utility spell priests had for cost to effect ratio. Well, I do suppose that makes choosing ABCs easier with one less card to consider.  Side note: I think BuMP just died.

    Yay for Shredder Errata!!

    So, thanks folks at UDE for putting these changes together.

    I hope all of the bickering in the forums gave y'all a good notion of where our points of contention were. 

    Grats on the upgrade, Thrall. I still wont play you competatively, tho.

    So long, Power Word: Fortitude. I'll miss you.

    Cheers!

    -teh Sig


    Christopher "Siggie teh Sig" Nugent
    Find me on facebook with liiamealone @ yahoo dot com
    email me at teh_Sig @yahoo dot com
  •  02-05-2009, 11:09 AM 1642187 in reply to 1641873

    Re: 2009 updates to Official Card Reference

    Thanks UDE, any chance of pdf for the 4 erraterd cards. :)

  •  02-05-2009, 11:17 AM 1642196 in reply to 1642187

    Re: 2009 updates to Official Card Reference


    Hello,

    If you click on slowmail's link it takes you to a page where you can download the PDF that has the current correct text of every card for the CMG. 

    http://entertainment.upperdeck.com/community/files/29/english-rules/category1104.aspx is the link if you can't find it in his post.

    From here you will need to view the "WoW Minis Official Card Reference."  This document includes the text of every Character and Action Bar card, not just the errata'ed ones.
     

    Ry Schueller
    Organized Play Representative
    The Upper Deck Company

  •  02-05-2009, 5:51 PM 1642708 in reply to 1642196

    Re: 2009 updates to Official Card Reference

    RIP PWF

    Master Tactician and Rexxar...
  •  02-06-2009, 7:05 AM 1643161 in reply to 1642708

    Re: 2009 updates to Official Card Reference

    2144941:
    RIP PWF

    I know, right? What the heck is that crap?

     

    Boo!


    Christopher "Siggie teh Sig" Nugent
    Find me on facebook with liiamealone @ yahoo dot com
    email me at teh_Sig @yahoo dot com
  •  02-06-2009, 9:00 AM 1643256 in reply to 1643161

    Re: 2009 updates to Official Card Reference

    Just a reminder on gaining max Health...

    402.3b As a character’s health is increased by an amount, turn its health dial up by that amount, and its maximum health is also increased by that amount. This is different from healing. A character’s health (and maximum health) can be increased above 15.

    So it still increases buffed character's remaining Health by 1. The way people are saying this card is dead might lead some people to believe that PWF doesn't do anything anymore.


    Thanks,
    Matt Hyra
    UDE Minis R&D Manager/Game Designer
  •  02-06-2009, 9:27 AM 1643288 in reply to 1642196

    Re: 2009 updates to Official Card Reference

    1255965:

    Hello,

    If you click on slowmail's link it takes you to a page where you can download the PDF that has the current correct text of every card for the CMG. 

    http://entertainment.upperdeck.com/community/files/29/english-rules/category1104.aspx is the link if you can't find it in his post.
     

    Sorry, my question was a bit vague.

    What I was hopeing for is a pdf of the full card images for the 5 erratered cards.

    Since wow-minis doen't have deck shuffling, it wouldn't be "marking the cards" to play such images in tournaments...

  •  02-06-2009, 9:41 AM 1643306 in reply to 1643288

    Re: 2009 updates to Official Card Reference

    PWF was a case where it should have diverged slightly from what was intended and been left to work as it was written.  Priests SUCK right now, and are probably the worst class in the game.  A step up from a marsh murloc, but not by a whole heck of a lot.  The old PWF actually competed for slots in a priests ABCs, while the new one most certainly does not.  I know the wording was messed up and it was never intended to do what it did, but unless R+D was seeing a lot of game breaking priest builds it probably should have just been left to work the way it did. 

    Personally the only way I think priests are viable in set 1 is to give them

    Healing Preperation: This character can have 3 action bar cards provided one of them is of the healing spec.  One of this characters healing cards starts the game face up.

  •  02-06-2009, 1:11 PM 1643561 in reply to 1643256

    Re: 2009 updates to Official Card Reference

    1145355:

    Just a reminder on gaining max Health...

    402.3b As a character’s health is increased by an amount, turn its health dial up by that amount, and its maximum health is also increased by that amount. This is different from healing. A character’s health (and maximum health) can be increased above 15.

    So it still increases buffed character's remaining Health by 1. The way people are saying this card is dead might lead some people to believe that PWF doesn't do anything anymore.

    Yes, it still increases the buffed character's remaining Health by 1, but if people believe the card doesn't do anything anymore, they're correctly interpretting our laments for the card.

    The +1 Health that comes with Bear Form makes sense for the card and gives that form a more tanking feel while also increasing armour +1 and granting new payment abilities to be, well, tank-like.

    Power Word: Fortitute had two applications as printed and could recharge on tick 5.  In addition to granting +1 Health, the card also granted +1 Healing.  This meant that early on, one could buff another character to give it some extra health, and upon recharge could use it for a 1 tick, 1 point Heal.  The buff would overlap itself, forcing the earlier version off, so the character would lose +1 Health and then gain back +1 Health and +1 Healing.   It was versatile and useful, complementing the use of Heal in the action bar for teams that relied on having an effective healer.

    Now, who's going to spend an ABC slot on 1 tick for +1 Health that recharges but has no other uses?  Okay, so by tick 6, I could play Power Word:Fortitude twice, giving two characters +1 Health each.  Whoopti-freaking-doo.  How many teams have you playtested that run two tanks or need +1 Health across multiple figures?  The virtue that it was a complementary healing spell for 1 tick is what made the card playable, and the bonus +1 Health was just gravy on top.

    Look, I'm a HUGE supporter of the work UDE Staffers do, but kicking Power Word:Fortitude in the junk was a waste of someone's time--time that could have been much more USEFULLY spent addressing cards like....oh, I dunno, how about INTERVENE!

    Well, thanks for the Errata and OCR.  I suppose we have to accept the good with the lousy.

    Cheers.

    -teh Sig

    p.s. "Healing Preperation" would certainly go a long way towards keeping priests competative.  Right now the only priests that I see getting play are the ones like Namrah, Skeletal Priest and Omedus, none of whom tend to ever heal with ABCs because they can't spare the slots.  Ah, that may be working as intended, to keep players having to decide between offense and defense for their priests, but it seems one can get almost no where with a team that relies on having healing.


    Christopher "Siggie teh Sig" Nugent
    Find me on facebook with liiamealone @ yahoo dot com
    email me at teh_Sig @yahoo dot com
  •  02-06-2009, 1:35 PM 1643608 in reply to 1643561

    Re: 2009 updates to Official Card Reference

    Priests just need a more competitive Heal ABC.  Right now Heal isn't nearly as good as Flash of Light, making Paladins a much better choice, IMO.
  •  02-06-2009, 1:55 PM 1643639 in reply to 1643608

    Re: 2009 updates to Official Card Reference

    2424705:
    Priests just need a more competitive Heal ABC.  Right now Heal isn't nearly as good as Flash of Light, making Paladins a much better choice, IMO.

    I tell you what man, Holy Nova is a complete joke.

    I'd love to see the errata removed from Power Word:Fort, but failing that, I can only hope there are other healing spells in the next expansion to keep priests and healing competative.

    Shamans wont spend 3 ticks to heal when they can spend 3 ticks to attack, priests now have only one heal for two ticks, and pallies have a recharging heal for 2 ticks.  Go fig, but the one to get the best healing spell is the freaking hybrid class.  Oh, and druid healing is practically non-existant right now. 

    Here's my question to UDE, in playtesting, what did your folks actually DO with the priests that weren't shadow priests?  As in, did they see any play at all with Action Bars Cards?


    Christopher "Siggie teh Sig" Nugent
    Find me on facebook with liiamealone @ yahoo dot com
    email me at teh_Sig @yahoo dot com
  •  02-06-2009, 4:19 PM 1643852 in reply to 1643639

    Re: 2009 updates to Official Card Reference

    2465615:
    I tell you what man, Holy Nova is a complete joke.


    I've gotten pretty good use out of it honestly.  Extreme case you can get a 12 HP swing out of the card, which is pretty amazing, but even getting 6 from just healing your team is one of the better heals in the game (sadly).  Not that the chance factor in this game is bad, but a guaranteed 2 heal is pretty solid and you should at the very least get 4 out of it.  You shouldn't use the card unless you're getting a promised 6 HP change for 3 ticks, which is a better ratio than just about anything in the game.
  •  02-06-2009, 4:37 PM 1643869 in reply to 1643852

    Re: 2009 updates to Official Card Reference

    2424705:
    2465615:
    I tell you what man, Holy Nova is a complete joke.


    I've gotten pretty good use out of it honestly.  Extreme case you can get a 12 HP swing out of the card, which is pretty amazing, but even getting 6 from just healing your team is one of the better heals in the game (sadly).  Not that the chance factor in this game is bad, but a guaranteed 2 heal is pretty solid and you should at the very least get 4 out of it.  You shouldn't use the card unless you're getting a promised 6 HP change for 3 ticks, which is a better ratio than just about anything in the game.

    You just outlined my entire point using a lot more words.

    I can only hope there's a 1tick healing spell for priests in the next set, even if it's merely a guaranteed 2 to make up for the loss of PW:F's removed feature.


    Christopher "Siggie teh Sig" Nugent
    Find me on facebook with liiamealone @ yahoo dot com
    email me at teh_Sig @yahoo dot com
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