|
Post by Johnny Bravo on May 16, 2016 18:20:30 GMT -6
1. When activating a hidden enchantment that doesn't say "destroy" after use does the enchantment stay on the army card and how does that work? Do you flip it face up to activate it and flip it back face down after, whats the point of flipping it back down your opponent has already seen it? 2. Can you only place enchantments on your chosen army card for that turn? 3. When summoning creatures do you summon 2 figures at a time or 2 entire squads at a time? Thanks for your help
|
|
gideonjura
Apprentice
Posts: 51
Mana: White, Black
|
Post by gideonjura on May 16, 2016 18:33:51 GMT -6
1. the enchantment would stay up and would act as any other enchantment after activation
2. enchantments are placed on a squad or planeswalker card and stay on the card until all the squad is off the board(either unsummoned or sent to the graveyard) or the enchantment is destroyed.
3. 2 entire squads
|
|
|
Post by mineman1 on May 16, 2016 18:40:31 GMT -6
1. When activating a hidden enchantment that doesn't say "destroy" after use does the enchantment stay on the army card and how does that work? Do you flip it face up to activate it and flip it back face down after, whats the point of flipping it back down your opponent has already seen it? It stays on the army and you don't flip it back down. Once its up it stays up.
2. Can you only place enchantments on your chosen army card for that turn? You can place enchants on any army that has already been summoned as long as its a valid target. 3. When summoning creatures do you summon 2 figures at a time or 2 entire squads at a time? When summoning a squad you summon the entire squad. The rules word the summing limit weirdly, but I think the limit is two armies per summon in any combination. Two squads, squad and hero, or two heroes.
|
|
|
Post by Johnny Bravo on May 16, 2016 18:53:55 GMT -6
Awesome!! Thanks, I appreciate the info.
|
|
|
Post by Phoenix on May 26, 2016 5:21:13 GMT -6
It seems to me it would make more sense for the Planeswalker to be able to summon only two figures rather than two entire cards. For example, it severally limits the use of Gideon's Kor Hookmasters and their prison ability. It would be nice to get three triggers off of that, rather than just one. But I guess I'm also thinking within the context of the base game.
|
|
|
Post by Targanth on May 26, 2016 15:21:57 GMT -6
It seems to me it would make more sense for the Planeswalker to be able to summon only two figures rather than two entire cards. For example, it severally limits the use of Gideon's Kor Hookmasters and their prison ability. It would be nice to get three triggers off of that, rather than just one. But I guess I'm also thinking within the context of the base game. I suspect that making a change to summon individual figures rather then entire army cards could have impacts on many other things in the game. What happens to an army card that has been summoned when all of the figures already on the boards are sent to the graveyard? Does the army card also go to the graveyard or does it go back to the player so that the remaining figures can be summoned? While the answer to this is probably simple, there are army cards that deal with figures that are in the graveyard and cards that have been removed. Just wait - if in fact Common Squads are developed in the future, the DETAIN of the Hookmasters will be able to trigger on all the cards of a Common Squad already summoned.
|
|