Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The only issue is the game is slowly sinking under newer creations and fewer and fewer people find it. I do not know how to fix that.
Once again thanks for your words of courage and I am glad you're enjoying the game.
Just a shame that some characters who would make nice Commanders are actually already cards in the decks.
Could be cool if there was a way, like Magic does, to have basically all cards as a Commander with some way to balance out the effect of said cards to be so.
In your example, the answer is 'no', the 'Generous Gemcrafter' doesn't activate itself and the reason is interesting.
It happens because effects in my game are designed to activate one by one, from 'top to bottom' (as in the case of e.g. reaction chain). What that means is cards having multiple effects have them activated in order.
A combo of Generous Gemcrafter happens BEFORE the "Whenever.." effect is yet "ready".
It's similar to how a 'Kabal Talonpriest' granting a unit bonus HP with an OnPlay effect cannot target self because that 'Kabal Talonpriest' is not yet "on the table", it's just the effect that happens prior to its arrival.
So, 'Generous Gemcrafter's "Whenever.." triggers from any activated 'Combo' of a card with said keyword AFTER the card is on the table, thus not from self.
Thanks for the response
In regards to the combo question, I think you misunderstood what I was asking, so let me give you an example:
I have Generous Gemcrafter. If I play Generous Gemcrafter as the second or latest card in my turn, then activate its combo to add a Sand Treasure. Does activating that Sand Treasure count as a 'combo' and activate Gemcrafter to give me another Sand Treasure? Or do only cards that say 'combo' on them count for Generous Gemcrafter?
> There is indeed no rule in the Rulebook about reacting to the end of the turn but I like that mechanic a lot so I'm going to add it in the upcoming patch.
> 'Combo'-keyword cards activate their bonus effect from any card player prior to the combo card. Combo cards need ANY card played before them to be activated for an entire turn basically.
> TY-PHON is a unit, not an ability (spell) and so cannot be played as a response. It states on the card it can be played on another player's turn, but it has nothing to do with the react mechanic. It's just you playing a unit as if that was your time to do so even tho another player has a move now.
>> You cannot play TY-PHON as an end-of-the-turn effect. You can arrange it among yourselves if you'd like to simply play it as soon as somebody's turn ends for more card value and that's absolutely fine but the idea was to make it so you need to listen to what one is doing and not to be too slow to play it.
>>> Yes, TY-PHON is also "invulnerable" to the damaging effects of 5+ STR cards.
3) Another question for TY-PHON: If a monster with less than 5 STR has an effect that inflicts damage, does TY-PHON's effect prevent that damage?
1) Can you respond to the ending of a PT with a card/effect.
Example: I have TY-PHON in my hand and wish to play it as late as possible into my opponent's turn. If they end their turn, can I play TY-PHON or not? I know that in Yu-Gi-Oh, you can activate cards in response to ending a phase/turn.
2) Do cards activated as the second or latest card in your turn count as 'combos' or do only cards that say combo count?
Great game by the way! Having a ton of fun with friends
> You understand the effect of costly correctly but probably I should write that more clearly. A costly card reduces the amount of wild IP you would get at the start of the new round but only the basic 3 IP. Nothing more; nothing less.
> Exactly nothing happens when you "get into more debt" with many costly cards (over the value of 3). Because you gain an exact value of 3 (base) wild IP every round, that is also the maximum you can lose. There are no additional repercussions for big-loans or something.
Cheers
Hi! I'll try to respond to all so here I go:
> When a player has at least 1 IP at the end of a full round, meaning all players ended their (both preparation and) combat turns, that player may use that 'leftover' to get more cards as the cost 1-for-1 2-for-3 described later. Rules state MAY as one may also choose not to draw more to not exceed the hand card limit.
> Preparation turns are not something everyone does at the same time. All turns are played one by one, player by player, in given order. An active player in this context is a term describing a person whose preparation turn currently is. So, what that means when put simply is that once per round, in prep round (not combat) everyone will (must) draw a card as their turn comes. Everyone - once.
> As the "The Storm's Fury" case is considered, yes, I did not intend it to become an infinite free loop. To be completely honest, I was sure I've written "non-Costly" units but I did not. I will fix that one.
Like this it seems that they could spend all of it except for one, then end theyr round and spend the one to draw 2 cards.
To be exact, I found that the issue is the "Full Size Textures" option in "Configuration->Graphics." You can enable it on whatever graphical pre-set, and the cards will work correctly.
I hope it helps!
can't wait to try it out
step 2. draw the deus ex machina from my graveyard with a miracle
step 3. play the other miracle to get 1 mana or get another card back from my graveyard
repeat as many times as i want. infinite mana + graveyard recursion on the first turn of the game.
step 4. play Murder from mtg on my own Academy Drake from mtg, then recast the academy drake via the miracle loop to draw a card, then recast the murder also via the miracle loop. like this, draw my whole deck.
step 5. kill my opponents with Aetherflux Reservoir or Ancestral Recall (i had both)
pretty successful turn. this was our first time playing btw