A game that most of us have played since 6th grade or even earlier is Magic The Gathering. It is a Trading card game produced by Wizards of the Coast. Magic goes in phases for us it seem. We play it strong and then forget about it forwhile and then a couple blocks later we pick it up again.
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Elder Dragon Highlander
What it is: Elder Dragon Highlander is a slightly different set of rules to play Magic by. For an EDH deck, first pick a legendary creature. That creature is your general. You may not include cards in your deck that have a mana symbol that your general doesn't have. For example, if my general is blue, I wouldn't be able to put Mogg Fanatic in my deck. Every card in EDH is restricted - you can only have one copy of a given card in your deck (except basic land). Decks are 100 cards (including the general) and players start at 40 life. You start the game with your general removed from the game. At any point during the game, if your general is removed from the game, you many pay its cost to play it. If your general would go to the graveyard from anywhere, you can remove it from the game instead. For each time that you play your general from the removed from game zone, you must pay an additional 2.
The big benefit of EDH is that you get to play with a lot of cards that you only have one of - you can go through your binder and pull out all the cards that look interesting. It also goes a little slower, because 40 life gives you time to set up defenses before you die. The full rules can be found here.
Being a fan of Magic cards and WoW, we couldn't resist the urge to pick up the WoW TCG when it first came out. We enjoy duking it out with each other in a duel or visiting our favorite raids from in game. The game is a challenege, since the stratgey of every fight changes like it does in the game itself.
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So I'm not sure where we saw the "rule" that a deck had to be 60 cards exactly but I started reading the comprehensive WoW TCG Rules and the very first rule states "100.1 The minimum deck size for Constructed play is 60 cards. The minimum deck size for Sealed Pack play is 30 cards. There is no maximum deck size. Decks can’t include hero cards." Just thought you guys might like to know. Oh btw those rules are up to date because they include rules about Aldor and Scryer reputation which is pretty new.
Hmmm, you don't have to tap your hero to attack with a weapon (303.2). So even if I were to hammer of justice Matt's hero he could still attack me. Same goes for Mag I guess if he has his polearm. Damn.
"Cards can be played only from hand unless otherwise specified" (408.1). Once a card has been placed face down as a resources it is effectively a blank card. You can't play cards from your resources.
"…a quest can be exhausted to pay the completion cost of its own power."
501.2b The first player skips the draw step of the first turn, so he or she doesn’t draw a card.
To protect, the protecting character must tap.
Well this all changes everything. Must have been bored today.
Stick them with the pointy end!
Left Hand Band (Master Admin)
Magus Europa (Admin)
Jade Weasels
Indeed.
Not tapping to attack seems a little rediculous doesn't it? what is the point of a steam whistle that untaps both then why does it say it that way? We knew to protect that you had to tap and I believe you told us David that the decks had to be 60 cards. But Those being the rules it definately makes mag harder. but means we can attack even with the cubes.
Yea I agree Swany. There's other cards like Galway whose abilities would lead one to believe you have to tap your hero to attack but I triple checked it; it definitely flat out states that you can attack with a weapon whether your hero is exhausted or not. That leaves really very few reasons you'd ever need to tap your hero as far as I can tell. I think it was Arthur and I who found somewhere it said you had to have 60 cards in your deck, seemed legit at the time but I guess we were wrong.
The worst one for me is the "no playing cards from your resources." I think I'll be throwing a bunch more quests into my decks and also I'll probably have most of those quests be added after the deck has reached the 60 card mark. For decks like the shadow priest and probably Swany's mage the only way to deal damage is to have a ton of abilities at your disposal so effectively removing them from the game by placing them in the resource row is suicidal.
Ya I dont know what I will do with my resources now that really screws me over…
Steamwhistle works great for a protector since there is not one specific phase for combat but many combat phases. Either way to attack more than once you still need to get your weapon untapped unless there is an abiliy or something to untap onlny the weapon.
Stick them with the pointy end!
Left Hand Band (Master Admin)
Magus Europa (Admin)
Jade Weasels
Ok Ben and I figured it out. My Stronghold Gauntlets add +1 attack to my weapon where as Blessing of Might adds +1 attack to my hero. Now I could just attack with my hero and be attacking basically unarmed and dealing the one damage from Blessing of Might. To add the power of my weapon I then tap that. If my hero were tapped on the opposing players turn I could still tap my weapon to add its attack to my hero's power thus dealing the attacking character that damage.