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Official FAQ (Scourgewar)

Last post 11-21-2009, 12:16 AM by Altairis. 208 replies.
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  •  04-04-2009, 4:52 PM 1713773 in reply to 1713758

    Re: Official FAQ (Blood of Gladiators)

    yep, that's the plan.

    Topdeck King of Tucson!!!!
    The home of Tucson WOW:Amazing Discoveries
  •  04-07-2009, 2:32 PM 1717418 in reply to 1713773

    Re: Official FAQ (Blood of Gladiators)

    Hi guys, back again with three more...the background is a played a load of games today with a friend, and a few things came up, one of which im pretty sure about, one im fairly sure about, and 1 im really not sure about!

    1) "Interrupt target ally" on an ability. My friend claims this can be used when an ally that has made it to the board a few turns before attacks. Is this true? I think "interrupt" refers to when they are trying to enter play only. Am i right?

    2) Living Pyre

    "Attach to target hero or ally.
    Ongoing: At the start of your turn, your hero deals 1 fire damage to attached character for each ability named Living Pyre attached to it."

    Now on first look it looks like a simple 1 damage dot. Therefore 3 of them on the same hero would do three lots of 1. However, i said that it would do 9. Am i right?

    3) Now for the one im really not sure about. I was playing my Traitor mage deck, you all know the one, Fracture, fizzle, etc, etc, etc. Then my opponent played Magistrix Valthin:

    "Scryer Reputation
    When an ability enters play, you may have target player gain control of it. If it's attached, that player may reattach it."

    Since most of my deck are abilities, i thought i was royally shut down, since i had no interrupts for it when it was played. However, as i drove home i thought more about it. When EXACTLY does a card "Enter play"? For example, if he played a Fireball, could i Nether Fracture it? I thought at first the second i played it, itd be taken. But I believe that the chain would be thus: Fireball declared, Nether fracture declared, no reply, chain concludes with fireball being interruped and sent to GY, my Nether fracture goes to my GY. None of them ever "enter play". Is that right? How about if i put spell suppression on Valthin? When would that card "Enter play"? Once its attached? And therefore make her unable to take it as she has lost powers?

     

    Cheers!

  •  04-07-2009, 2:40 PM 1717443 in reply to 1717418

    Re: Official FAQ (Blood of Gladiators)

    1. You are correct. You can only interrupt a card while it is on the chain and it will only be on the chain when you first play it. Proposing a combat with an ally does not put the ally itself on the chain to be interrupted.

    2. If you have 3 Living Pyre attached to the same character, they will each do 3 damage, for a total of 9.

    3. A card enters play when it resolves off the chain. A card will resolve off the chain when both players pass priority in succession without adding anything new to the chain.

    You have the right idea on Fireball and Nether Fracture. Because Nether Fracture interrupted Fireball, Fireball never entered play.

    Spell Suppression does indeed enter play at the same time as it attaches. Valthin would lose all powers before the "enters play" trigger point happens and so her power would never trigger to take control of the ability.


    Also, a quick note, it would probably be a good idea to create new threads for your questions. Other people might have the same questions and it's easier to find a previous question when it's in its own thread rather than on page 12 of the FAQ thread.

    The hands of a healer
  •  04-07-2009, 2:42 PM 1717450 in reply to 1717418

    Re: Official FAQ (Blood of Gladiators)

    2512195:

    1) "Interrupt target ally" on an ability. My friend claims this can be used when an ally that has made it to the board a few turns before attacks. Is this true? I think "interrupt" refers to when they are trying to enter play only. Am i right?

    Interrupt only deals with cards waiting to resolve off the chain. You can not interrupt cards already in play.

    2) Living Pyre

    "Attach to target hero or ally.
    Ongoing: At the start of your turn, your hero deals 1 fire damage to attached character for each ability named Living Pyre attached to it."

    Now on first look it looks like a simple 1 damage dot. Therefore 3 of them on the same hero would do three lots of 1. However, i said that it would do 9. Am i right?

    Each Living Pyre would deal 3 damage.

    3) Now for the one im really not sure about. I was playing my Traitor mage deck, you all know the one, Fracture, fizzle, etc, etc, etc. Then my opponent played Magistrix Valthin:

    "Scryer Reputation
    When an ability enters play, you may have target player gain control of it. If it's attached, that player may reattach it."

    Since most of my deck are abilities, i thought i was royally shut down, since i had no interrupts for it when it was played. However, as i drove home i thought more about it. When EXACTLY does a card "Enter play"? For example, if he played a Fireball, could i Nether Fracture it? I thought at first the second i played it, itd be taken. But I believe that the chain would be thus: Fireball declared, Nether fracture declared, no reply, chain concludes with fireball being interruped and sent to GY, my Nether fracture goes to my GY. None of them ever "enter play". Is that right? How about if i put spell suppression on Valthin? When would that card "Enter play"? Once its attached? And therefore make her unable to take it as she has lost powers?

     

    Cheers!

    Only abilities with Ongoing will enter play. All other abilities go to the graveyard after they resolve off the chain.


    No quote for you!

  •  04-07-2009, 2:45 PM 1717460 in reply to 1717418

    Re: Official FAQ (Blood of Gladiators)

    1) You can only interrupt something if it is on the chain waiting to resolve.
    2) Yup. If there are 3 Living Pyres attached to the same card, they will each do 3 damage.
    3) Non-Ongoing Ability cards never enter play. As soon as they resolve they immediately go to their owner's Graveyard. So Valthin's power won't do anything to them.

    Edit: Nevermind on Spell Suppresion, I was wrong on that.
    ======================
    Remember: with great power comes great current squared times resistance.
  •  04-07-2009, 3:29 PM 1717540 in reply to 1717460

    Re: Official FAQ (Blood of Gladiators)

    Great stuff! Three replies, all saying the same thing! Just want i wanted, talk about a second opinion!

    Thanks for clearing that up guys, and i didnt feel right making new threads for each new question for fear of being a spammer, but i see the reason why i should.

    Thanks again! :)

     

    Edit: So if i cast a Fireblast, and it resolves, it never "enters play"? It appears, no counter, it does the damage, then goes straight to gy? I assume though that a fireball would do the damage, but the dot part could be reattached to my hero, correct?

  •  04-07-2009, 3:40 PM 1717550 in reply to 1717540

    Re: Official FAQ (Blood of Gladiators)

    2512195:
    Edit: So if i cast a Fireblast, and it resolves, it never "enters play"? It appears, no counter, it does the damage, then goes straight to gy? I assume though that a fireball would do the damage, but the dot part could be reattached to my hero, correct?
    All correct.

    The hands of a healer
  •  04-10-2009, 11:10 AM 1721811 in reply to 417428

    Re: Official FAQ

    Thanks for the FAQs, I'll be reading these quite thoroughly this evening.
  •  05-25-2009, 4:05 PM 1759940 in reply to 1721811

    Re: Official FAQ

    First off I would like to say I am completely new to this TCG. My brother and I do play WoW and have playe MTG for awhile and so wanted to try a different game =). But we both wanted to clarify the FAQs to make sure we understand this.

    1. You are only allowed to attack with one of your allies or hero during the combat phase of the turn? So if I have 5 allies out and my hero I can only attack during my combat phase with one?

    2. Also if I were to attack my brother with my proposed attacker then I get to choose who the proposed defender is? Which can be the hero even if he has allies out in play? *Note: I did read the FAQs thoroughly but didn't see the part where you had to attack allies first before the hero. I believe it was question 2 or 3 on the FAQ listing in the beginning.

    I know these are big noobiush questions but once I get these understands I will be able to play this game correctly. Last time we played my brother had the idea of using all his allies to attack my defenseless Hero which killed him and we were like this couldn't be the whole game!!!

    Well thanks for putting up with me and MY questions!
  •  05-25-2009, 4:46 PM 1759982 in reply to 1759940

    Re: Official FAQ

    1. There is no combat phase in the WoW TCG.  During your Action Phase, you may do a number of actions including playing a card, using a power, placing a resource, or proposing a combat.  You can do any of these actions as many times as you like (except placing a resource, which you may only do once per turn under normal circumstances) and in any order.  So as long as you have a legal attacker, you may propose a combat with a legal attacker and after that combat ends you may propose another combat with another legal attacker in your party.

    2. When you propose a combat you propose a hero or ally in your party as the attacker and then any opposing hero, ally or Totem of your choosing as the defender, as long as it is not Elusive.

    Player Management: Level 2
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  •  06-01-2009, 8:49 PM 1765237 in reply to 1759982

    Re: Official FAQ

    Quick question. This might be obvious but I'm seeking clarification. Tremor shock deals 1 packet of frost and 1 packet of nature damage. An ally dealt damage this way cannot attack this turn. A hero dealt damage this way, you can interrupt his ability.

    In the interrupt case, do both packets of damage have to go through for the effect to work? Say i play this on a hero with 1 armor. If he blocks with his armor, the other packet of damage goes thru. But since the text says 'dealt damage this way'. I can't interrupt his ability card since he negated one of the damage packets. Is this logic correct?

    Thanks!
  •  06-01-2009, 9:57 PM 1765258 in reply to 1765237

    Re: Official FAQ

    You would indeed be correct.  As long as damage was dealt to an opposing hero, you can interrupt an ability card played by its controller.  It doesn't specify that it has to be frost or nature damage, so even if they prevent one packet of damage with Armor then unless they have another Armor the other packet of damage will get through.

    Player Management: Level 2
    Rules Knowledge - World of Warcraft: Level 2
    Rules Knowledge - World of Warcraft Minis: Level 1
    Tournament Organizer: Level 1
  •  06-01-2009, 10:11 PM 1765265 in reply to 1765258

    Re: Official FAQ

    Thanks for the reply. This would have been a rather useless card otherwise
  •  08-11-2009, 7:49 PM 1813742 in reply to 1765265

    Re: Official FAQ

    question not answered in the faq and don't want to read 15 pages of stuff... for the wub's cursed hexblade, if your opponent went first time game, you can destroy an ally and put that same ally in your party, right? There are 2 phases in the text, so killing it and putting it into play are happenning one after the other. Otherwise, this card is not that good at all. Am i right?

  •  08-11-2009, 7:59 PM 1813750 in reply to 1813742

    Re: Official FAQ

    1783490:
    question not answered in the faq and don't want to read 15 pages of stuff... for the wub's cursed hexblade, if your opponent went first time game, you can destroy an ally and put that same ally in your party, right? There are 2 phases in the text, so killing it and putting it into play are happenning one after the other. Otherwise, this card is not that good at all. Am i right?
    You always follow the instructions on a card in the order they're printed. So, you first destroy the ally, then you can bring that exact same ally back into play.

    The hands of a healer
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