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Post by babyfreak on Nov 5, 2015 1:19:20 GMT -6
Hello, I've read the rulebook a few times, but sometimes find myself struggling with some of the basic stuff (probably due to the fact that I try to apply MTCG logic to it) and just want to ask here again and make sure I am playing the game correctly. 1. Can you still summon creatures, after you've moved your planeswalker ? 2. If I summon creature squads in later turns, am I allowed to move them immediately? (basically, is there any "summoning sickness" or can the creatures move immediately after being summoned?) 3. Am I allowed to move just one unit per turn? (I know the rulebook says that at the beginning of your turn, you choose an army card and can only move that one. So my question is: Can I not move a Planeswalker and a creature squad during one turn?) 4. If I summon "Kor Hookmasters" and detain a squad creature my opponent controls (..target creatue can not take a turn during opponents next turn) and then my opponed plays "Seize the Day" on his creature ("You may move and attack with a squad creature you control"), does this counter the effect of Kor Hookmasters? 5. When using Jace's Mind Control ability, or just the Mind Control spell, can the controlled creature target itself for an attack? I'm I had more questions, but I can't remember them at the moment. Appreciate your time with the ones above.
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Post by babyfreak on Nov 5, 2015 6:32:55 GMT -6
6. The rulebook says that you can only play 3 Spells per turn. However, if one of my spells is countered, does that mean that I can play 3 more spells that turn?
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Post by Targanth on Nov 5, 2015 9:29:35 GMT -6
The order in which you can do things is pretty strict. 1. Draw a spell card & cast spells. * 2. Select an army card & cast spells. * 3. Summon (if planeswalker was selected) & cast spells. * 4. Move selected figure(s). 5. Attack with selected figure(s). 6. Cast spells. * 7. End your turn - Increase turn tracker, then player to left now takes their turn. * You may cast up to 3 spells during your entire turn only if your Planeswalker is still on the battlefield. So once you select an army card that you will use for that turn, no other army card can be used during that card. 1. Can you still summon creatures, after you've moved your planeswalker ? No. Summoning is done before you move your Planeswalker. 2. If I summon creature squads in later turns, am I allowed to move them immediately? (basically, is there any "summoning sickness" or can the creatures move immediately after being summoned?) To be able to summon creatures, you must select the Planeswalker. Since the PW is the active card, you may not activate any other squad that turn. That includes squads summoned this turn or even those summoned on previous turns. 3. Am I allowed to move just one unit per turn? (I know the rulebook says that at the beginning of your turn, you choose an army card and can only move that one. So my question is: Can I not move a Planeswalker and a creature squad during one turn?) You may only move figures from the card that you chose in step 2 of the list 4. If I summon "Kor Hookmasters" and detain a squad creature my opponent controls (..target creatue can not take a turn during opponents next turn) and then my opponed plays "Seize the Day" on his creature ("You may move and attack with a squad creature you control"), does this counter the effect of Kor Hookmasters? My opinion - The Kor Hookmaster stays in effect in general. Your opponent may not select that squad to use during the turn (steps 4 & 5). Seize the Day does not activate a squad card, it allows a single figure from a squad to move and attack. So, your opponent could move that single figure without activating the card for the round. A spell card may be played at virtually any time EXCEPT during the move and attack segments of a turn. 5. When using Jace's Mind Control ability, or just the Mind Control spell, can the controlled creature target itself for an attack? My opinion - A figure can not target itself for an attack, no matter who controls the figure. 6. The rulebook says that you can only play 3 Spells per turn. However, if one of my spells is countered, does that mean that I can play 3 more spells that turn? No. A countered spell was still played. It simply didn't have the intended effect. For example, a question on Dual Casting was answered by Hasbro with this answer. You play Incinerate. You play Dual Casting. You select Incinerate to play again. You have played 3 spells and cannot play another spell this turn.
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Post by wardemonx327 on Nov 5, 2015 9:35:04 GMT -6
Hello, I've read the rulebook a few times, but sometimes find myself struggling with some of the basic stuff (probably due to the fact that I try to apply MTCG logic to it) and just want to ask here again and make sure I am playing the game correctly. 1. Can you still summon creatures, after you've moved your planeswalker ? 2. If I summon creature squads in later turns, am I allowed to move them immediately? (basically, is there any "summoning sickness" or can the creatures move immediately after being summoned?) 3. Am I allowed to move just one unit per turn? (I know the rulebook says that at the beginning of your turn, you choose an army card and can only move that one. So my question is: Can I not move a Planeswalker and a creature squad during one turn?) 4. If I summon "Kor Hookmasters" and detain a squad creature my opponent controls (..target creatue can not take a turn during opponents next turn) and then my opponed plays "Seize the Day" on his creature ("You may move and attack with a squad creature you control"), does this counter the effect of Kor Hookmasters? 5. When using Jace's Mind Control ability, or just the Mind Control spell, can the controlled creature target itself for an attack? I'm I had more questions, but I can't remember them at the moment. Appreciate your time with the ones above. 1. You can summon up to 2 creature squads when you choose your Planeswalker that turn and only before you move that PW. 2. When you select your planeswalker to summon, you have to finish that turn as your planeswalker. So, Summoning Sickness is present in the game. MtG abilities like Haste work differently in Arena. Haste in Arena states that you can immediately attack with ONE figure from a squad with Haste. See Chandra's Blazing Firecats. 3. No, see the above answers. Whatever card you select at the beginning of your turn determines which unit(s) you can move. 4. I would say Yes - with one note: The spell only allows you to move ONLY ONE figure from that squad, not the entire squad. Also, you can't select the army card at the beginning of your turn. So, you'd select your other squad or your PW and then cast the spell and move and attack one figure from the "tapped" squad. 5. I would say No but you can use the controlled figure to attack another figure that opponent controls.
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Post by wardemonx327 on Nov 5, 2015 9:36:43 GMT -6
lol... guess Targanth and I are on the same frequency - we both answered within a few minutes of each other.
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Post by babyfreak on Nov 5, 2015 11:46:51 GMT -6
The order in which you can do things is pretty strict. 1. Draw a spell card & cast spells. * 2. Select an army card & cast spells. * 3. Summon (if planeswalker was selected) & cast spells. * 4. Move selected figure(s). 5. Attack with selected figure(s). 6. Cast spells. * 7. End your turn - Increase turn tracker, then player to left now takes their turn. * You may cast up to 3 spells during your entire turn only if your Planeswalker is still on the battlefield. So once you select an army card that you will use for that turn, no other army card can be used during that card. 1. Can you still summon creatures, after you've moved your planeswalker ? No. Summoning is done before you move your Planeswalker. 2. If I summon creature squads in later turns, am I allowed to move them immediately? (basically, is there any "summoning sickness" or can the creatures move immediately after being summoned?) To be able to summon creatures, you must select the Planeswalker. Since the PW is the active card, you may not activate any other squad that turn. That includes squads summoned this turn or even those summoned on previous turns. 3. Am I allowed to move just one unit per turn? (I know the rulebook says that at the beginning of your turn, you choose an army card and can only move that one. So my question is: Can I not move a Planeswalker and a creature squad during one turn?) You may only move figures from the card that you chose in step 2 of the list 4. If I summon "Kor Hookmasters" and detain a squad creature my opponent controls (..target creatue can not take a turn during opponents next turn) and then my opponed plays "Seize the Day" on his creature ("You may move and attack with a squad creature you control"), does this counter the effect of Kor Hookmasters? My opinion - The Kor Hookmaster stays in effect in general. Your opponent may not select that squad to use during the turn (steps 4 & 5). Seize the Day does not activate a squad card, it allows a single figure from a squad to move and attack. So, your opponent could move that single figure without activating the card for the round. A spell card may be played at virtually any time EXCEPT during the move and attack segments of a turn. 5. When using Jace's Mind Control ability, or just the Mind Control spell, can the controlled creature target itself for an attack? My opinion - A figure can not target itself for an attack, no matter who controls the figure. 6. The rulebook says that you can only play 3 Spells per turn. However, if one of my spells is countered, does that mean that I can play 3 more spells that turn? No. A countered spell was still played. It simply didn't have the intended effect. For example, a question on Dual Casting was answered by Hasbro with this answer. You play Incinerate. You play Dual Casting. You select Incinerate to play again. You have played 3 spells and cannot play another spell this turn. Thank you very much for taking the time to answer my questions. Reading your comments, I realise that most of my questions were unnecessary and quite obvious... What still causes a bit of confusion for me is Question 6. - 3 Spells per turn. While I agree with what you are saying and it would make sense to me as well, I got confused after reading something posted by HASBRO here: planeswalker-arena.boards.net/thread/34/hasbro-customer-service-provided-miniSpecifically "1. The Phoenix creature in the game has an ability called Rebirth that does something when the player "plays a sorcery spell" however, the spell Psychic Rebuttal can counter a played spell, does the Rebirth effect happen if the "played sorcery spell" is countered? No. A spell that is countered is not considered played."
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Post by Targanth on Nov 5, 2015 14:16:15 GMT -6
I had most of the same questions when I first started trying to figure out this game. I've played Heroscape a lot, but virtually no Magic. The list with the order of things was created (and not by me) because many people had similar questions. I may have interpreted the Hasbro response incorrectly, but there have been several answers from Hasbro that conflict. As an overall statement, the rule book can be tricky sometimes. Psychic Rebuttal counters a played sorcery, the Psychic Rebuttal is destroyed. The countered sorcery is not returned to the caster's deck. Adding in a special case relating the the Rebirth is the basis for the question. From one point, to ascertain effects of whatever sorcery spell might have been played, treat it as though the card had not been played. Nothing happens. However, from a count of spell cards expended during the turn, I think I would consider the card expended, and that it would be one of the three I am allowed to expend (play). I'm clearly using the word 'play' in two different contexts here. It is my opinion that the answer A spell that is countered is not considered played was a less than precise choice of words in the overall scheme of things.
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Post by wardemonx327 on Nov 5, 2015 15:46:40 GMT -6
I had most of the same questions when I first started trying to figure out this game. I've played Heroscape a lot, but virtually no Magic. The list with the order of things was created (and not by me) because many people had similar questions. I may have interpreted the Hasbro response incorrectly, but there have been several answers from Hasbro that conflict. As an overall statement, the rule book can be tricky sometimes. Psychic Rebuttal counters a played sorcery, the Psychic Rebuttal is destroyed. The countered sorcery is not returned to the caster's deck. Adding in a special case relating the the Rebirth is the basis for the question. From one point, to ascertain effects of whatever sorcery spell might have been played, treat it as though the card had not been played. Nothing happens. However, from a count of spell cards expended during the turn, I think I would consider the card expended, and that it would be one of the three I am allowed to expend (play). I'm clearly using the word 'play' in two different contexts here. It is my opinion that the answer A spell that is countered is not considered played was a less than precise choice of words in the overall scheme of things. In another context, you could say the spell was played but it did not resolve. IOW, A countered spell still counts as a played spell and countering a spell does not let it's effects resolve.
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Post by babyfreak on Nov 9, 2015 5:50:08 GMT -6
I had most of the same questions when I first started trying to figure out this game. I've played Heroscape a lot, but virtually no Magic. The list with the order of things was created (and not by me) because many people had similar questions. I may have interpreted the Hasbro response incorrectly, but there have been several answers from Hasbro that conflict. As an overall statement, the rule book can be tricky sometimes. Psychic Rebuttal counters a played sorcery, the Psychic Rebuttal is destroyed. The countered sorcery is not returned to the caster's deck. Adding in a special case relating the the Rebirth is the basis for the question. From one point, to ascertain effects of whatever sorcery spell might have been played, treat it as though the card had not been played. Nothing happens. However, from a count of spell cards expended during the turn, I think I would consider the card expended, and that it would be one of the three I am allowed to expend (play). I'm clearly using the word 'play' in two different contexts here. It is my opinion that the answer A spell that is countered is not considered played was a less than precise choice of words in the overall scheme of things. In another context, you could say the spell was played but it did not resolve. IOW, A countered spell still counts as a played spell and countering a spell does not let it's effects resolve. Great! It's the same in Magic: The Card Game. I was just confused by that post from Hasbro, as I would've also counted that spell as "played that turn". Guys, thank you very very much for your quick answers! If I have any more issues, I'll know where to ask Have a great week!
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ragekage
Neophyte
Posts: 20
Title: Sensei
Mana: Black
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Post by ragekage on Feb 11, 2016 14:52:10 GMT -6
Regarding the question of being able to play 3 more spell cards after having a spell countered: the effect of countering a spell is the same as having a player discard a card. so if a spell is countered it is not played and does not count as one of the 3 spell cards in a turn.
To expand on Hasbro's answer "a spell that is countered is not considered played but rather force-ably discarded"
I get where the other ideas in this thread are coming from but i believe the simplicity in Hasbro's answer was lost in discussion. I don't see how the example of incinerate applies as incinerate doesn't have anything to do with countering a spell.
I'd love to hear more if anyone has comments as this is something i have discussed with my group at length.
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Post by Targanth on Feb 11, 2016 21:14:27 GMT -6
Regarding the question of being able to play 3 more spell cards after having a spell countered: the effect of countering a spell is the same as having a player discard a card. so if a spell is countered it is not played and does not count as one of the 3 spell cards in a turn. To expand on Hasbro's answer "a spell that is countered is not considered played but rather force-ably discarded" I get where the other ideas in this thread are coming from but i believe the simplicity in Hasbro's answer was lost in discussion. I don't see how the example of incinerate applies as incinerate doesn't have anything to do with countering a spell. I'd love to hear more if anyone has comments as this is something i have discussed with my group at length. Thanks for adding your feedback to this. As I've mentioned, I have very little experience with MtG. I see your point regarding it effectively being a discard. I do wish that Hasbro would have provided just a little more explanation.
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