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Post by d0mpatroleum on Aug 26, 2016 0:23:24 GMT -6
So we enjoyed playing our first 3-player game in M:TG Arena of the Planeswalkers base game. I decided to add the spell cards from Shadows of Innistrad and some squads from there. We played the scenario where you won by gaining points from standing near the hexagons. Overall the match was fun! I used a army and got demolished first xD. However, my friends used a and armies. were overbuffed with defense and reds were overbuffed with attack so it was enjoyable to watch nonetheless. We needed some clarification though: How many sorceries are you allowed to play per turn? Are they always before a move and attack? How long do hidden enchantments last if not specified? I have been using them like Yu-Gi-Oh Trap cards where the effect ends after the turn ends... Finally, if one squad member stays on a buff but the other 2 leave, do they still retain the buff?
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Post by Zeek the Sneak on Aug 26, 2016 5:38:01 GMT -6
So we enjoyed playing our first 3-player game in M:TG Arena of the Planeswalkers base game. I decided to add the spell cards from Shadows of Innistrad and some squads from there. We played the scenario where you won by gaining points from standing near the hexagons. Overall the match was fun! I used a army and got demolished first xD. However, my friends used a and armies. were overbuffed with defense and reds were overbuffed with attack so it was enjoyable to watch nonetheless. We needed some clarification though: How many sorceries are you allowed to play per turn? Are they always before a move and attack? How long do hidden enchantments last if not specified? I have been using them like Yu-Gi-Oh Trap cards where the effect ends after the turn ends... Finally, if one squad member stays on a buff but the other 2 leave, do they still retain the buff? 3 spells per turn total that can be played anytime on your turn you aren't attacking (sorcery, enchantment, hidden enchantment) hidden enchantments activate as soon as the trigger is met and is destroyed after use (if you aren't paying attention and you miss the opportunity to activate it, it's gone) as long as you have an army figure on a glyph it affects your entire army
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Post by d0mpatroleum on Aug 26, 2016 11:46:23 GMT -6
So we enjoyed playing our first 3-player game in M:TG Arena of the Planeswalkers base game. I decided to add the spell cards from Shadows of Innistrad and some squads from there. We played the scenario where you won by gaining points from standing near the hexagons. Overall the match was fun! I used a army and got demolished first xD. However, my friends used a and armies. were overbuffed with defense and reds were overbuffed with attack so it was enjoyable to watch nonetheless. We needed some clarification though: How many sorceries are you allowed to play per turn? Are they always before a move and attack? How long do hidden enchantments last if not specified? I have been using them like Yu-Gi-Oh Trap cards where the effect ends after the turn ends... Finally, if one squad member stays on a buff but the other 2 leave, do they still retain the buff? 3 spells per turn total that can be played anytime on your turn you aren't attacking (sorcery, enchantment, hidden enchantment) hidden enchantments activate as soon as the trigger is met and is destroyed after use (if you aren't paying attention and you miss the opportunity to activate it, it's gone) as long as you have an army figure on a glyph it affects your entire army Thank you!
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