Search the web
Sign In
New User? Sign Up
MagiNation
? Already a member? Sign in to Yahoo!

Yahoo! Groups Tips

Did you know...
Hear how Yahoo! Groups has changed the lives of others. Take me there.

Best of Y! Groups

   Check them out and nominate your group.
Having problems with message search? Fill out this form to ensure your group is one of the first to be migrated to the new message search system.

Messages

  Messages Help
Advanced
ERRATA ANNOUNCEMENT: EFFECTIVE 12/15/02   Message List  
Reply | Forward Message #17940 of 21643 |
The following card errata will take effect 12/15/02. This errata is to
address not only specific problem cards that have recently proved to be
misused from their original intent, but to also address an alternate version
of the Updraft card effect problem, cards that transfer energy from Creatures
to the Magi. Any specific card comments are in-line, and a further
explanation of the reasoning behind the errata will be contained in the next
rules digest.

ENERGY TRANSFER CARDS

All of these cards were redesigned to place the starting energy 'cap' on them
that all of the Updraft effects were either errataed to or are currently
printed to have. Such open-ended energy transfer allowed many decks to create
large Creatures and transfer the energy to the Magi, just as Updraft effects
did; but unlike the Updraft effects, only one card, the transfer Creature,
was necessary to cycle. Though these cards have been capped they have also
been changed, for the most part, to allow versatility in their use.
Previously, most of these cards required a transfer of all of their energy to
your Magi or another Creature, forcing you to lose the Creature in the
process. Now, however, you may move a variable amount, keeping these cards
from being simply restricted.


UNLIMITED

Cloud Narth
Arderial Dream Creature
Starting Energy: 2
Power - Healing Rain: Choose any one Creature or Magi in play. Move up to two

energy from Cloud Narth to the Chosen Creature or Magi. Discard Cloud Narth
from play.
Power - Healing Storm: Choose any one Creature or Magi and one of your
Pharans in play. Move up to the chosen Pharan's printed starting energy from
the Pharan to the chosen Creature or Magi. Move up to two energy from Cloud
Narth to the chosen Creature or Magi. Add three energy to the chosen Creature

or Magi. Discard both the chosen Pharan and Cloud Narth from play.

COMMENTS: See Energy Cap Cards. Also, unlike the larger Creatures, this card
is too small to allow the flexibility of survival after moving energy,
because without the discard, playing a group of these along with other energy
gain cards would still let them retain the ability for abuse they once had.

Pharan
Arderial Dream Creature
Starting Energy: 3
Power - Healing Rain: Choose any one Creature or Magi in play. Move up to
three energy from Pharan to the chosen Creature or Magi. Discard Pharan from
play.

COMMENTS: See Energy Cap Cards. Also, unlike the larger Creatures, this card
is too small to allow the flexibility of survival after moving energy,
because without the discard, playing a group of these along with other energy
gain cards would still let them retain the ability for abuse they once had.

Diobor
Cald Dream Creature
Startine Energy: 6
Power - Fireball: Choose any one Creature in play. Discard Diobor from play.
Remove two energy from the chosen Creature.
Power - Energy Transfer: Move up to six energy from Diobor to your Magi.

COMMENTS: See Energy Cap Cards.

AWAKENING

Shadow Rain
Core Spell
Cost: 2
Choose one of your Creatures in play. Move all of the energy from your Magi
to the chosen Creature. At the end of your next Attack step, move energy from

the chosen Creature to your Magi up to the chosen Creature's printed starting

energy, then draw a card.
Naroom Magi may play Shadow Rain.

COMMENTS: See Energy Cap Cards.

DREAM'S END

Diomant
Cald Dream Creature
Starting Energy: 6
Power - Flame Hunt: Choose any one Magi in play. Discard Diomant from play to

discard four energy from the chosen Magi.
Power - Energy Transfer: Move up to six energy from Diomant to your Magi.

COMMENTS: See Energy Cap Cards.

Giant Arboll
Effect - Tinder: When one of your Spells or Powers discards energy from one
or more opposing Creatures, add one energy to Giant Arboll.
Power - Healing Flame: Choose any one Creature or Magi in play. Move up to
six energy from Giant Arboll to the chosen Creature or Magi.

COMMENTS: See Energy Cap Cards.

NIGHTMARE'S DAWN

Rala
Paradwyn Dream Creature
Starting Energy: 4
Effect - Wild Blooming: Once per turn, one of your Paradwyn Creatures in play
may use one of its Powers a second time. None of your other card effects may
allow the Creature to use the Power again this turn, and Wild Blooming cannot
be used on Powers that have been used more than once already this turn.
Effect - Dreamwarp: As you play Rala, you may increase or decrease its
starting energy by up to one, to a minimum starting energy of one, until the
end of the turn.

COMMENTS: This card's ability to allow Creatures to replicate all Powers
proved overpowered when combined with such cards as K'Teeb that could copy
strong Powers such as those of Fog Hyren and Poison Baloo Root, enabling a
single K'Teeb to easily draw large portions of a deck or discard an entire
opposing group of Creatures. This change restricts the use of the additional
Powers to only one of a chosen Paradwyn Creature's Powers, but no longer
discards the Creature for its use.

Rala Tail
Paradwyn Relic
Cost: 0
Effect - Wild Blooming: Once per turn, one of your Paradwyn Creatures in play
may use one of its Powers a second time. None of your other card effects may
allow the Creature to use the Power again this turn, and Wild Blooming cannot
be used on Powers that have been used more than once already this turn.

COMMENTS: This card's ability to allow Creatures to replicate all Powers
proved overpowered when combined with such cards as K'Teeb that could copy
strong Powers such as those of Fog Hyren and Poison Baloo Root, enabling a
single K'Teeb to easily draw large portions of a deck or discard an entire
opposing group of Creatures. This change restricts the use of the additional
Powers to only one of a chosen Paradwyn Creature's Powers, but no longer
discards the Creature for its use. It should also be noted that Bazha's Wild
Blooming is not a part of this list because the abuse in question was in
combination with specific Magi, ones that either had enough excess energy to
play such a large group of Creatures at little cost, or ones that were able
to step around the restrictions/drawbacks of the Powers' use (such as with
Fog Hyren).

River Abaquist
Orothe/Paradwyn Dream Creature
Starting Energy: 3
Power - Possess: Discard River Abaquist from play. If your Magi is Orothe or
Paradwyn, choose any one opposing Creature in play with less energy than the
number of your Creatures or Relics in play, whichever is less. Gain control
of the chosen Creature. The chosen Creature cannot attack this turn.
Effect - Dreamwarp: As you play River Abaquist, you may increase or decrease
its starting energy by up to one, to a minimum starting energy of one, until
the end of the turn.

COMMENTS: Previous errata has done little to reign in the unbalancing power
and efficiency of this Creature. This final change should be enough to make
it workable in certain decks, but no longer the unfair power card that it has
been.

Sandswirl
Arderial/d'Resh Spell
Cost: X
Choose any one opposing Creature or Magi in play. Attach Sandswirl to the
chosen Creature or Magi. For X turns, beginning with the current turn, as
long as Sandswirl remains attached, the chosen Creature or Magi cannot use
any Powers or Effects and loses one additional energy in attacks. After X
turns have passed, discard Sandswirl from play.

COMMENTS: There were two problems with Sandswirl; first, it could be played
on cards you control, allowing you to negate nameless Effects so that
drawbacks that were intended to be unavoidable could be avoided. Second, once
it had been played, it left for the discard pile. This made it not only
unstoppable once it resolved, unlike other "Lockdown" effects, but allowed
the potential for cycling as well as creating bookkeeping issues over the
cards absence, as players sometimes could not remember how much time had
passed for the card. Both of these abilities combined to make Sandswirl a
splashed staple because of its unbalancing power. With these changes, it can
now be used only to harm opposing cards, as was originally intended, and can
also be stopped with Beam of Light and similar Spell removal.

Sand Strands
d'Resh/Weave Relic
Cost: 0
Power - Mirage: Discard Sand Strands from play. Choose any one of your
non-Illusionary Creatures in play. Add energy to your Magi equal to half of
the chosen Creature's current energy, rounded up. The amount added cannot
exceed half of the chosen Creature's printed starting energy, rounded up. As
long as the chosen Creature remains in play, it is Illusionary; Illusionary
Creatures do not count as being in play when checking to see if your Magi is
defeated. Illusionary Creatures cannot choose to attack Magi.

COMMENTS: Mirage ended up being another Updraft-style effect that proved to
add an unbalancing energy gain as Creatures were grown to massive proportions
and then protected as the Sand Strands were cycled to be used again next
turn, once the energy had been moved to a different, non-Illusionary
Creature. This change makes the card effect truly match the Illusionary
condition, allowing for an energy gain at the cost of becoming an Illusion,
but not an unbalancing one.

Spray Narth
Arderial/Orothe Dream Creature
Starting Energy: 3
Effect - Congregate: As you play Spray Narth, if you have at least two
Creatures in play, one of which is Arderial and another one of which is
Orothe, ignore Spray Narth's cost. You can only play one Spray Narth in this
way per turn. Discard Spray Narth from play.
Power - Healing Storm: Choose any one Creature or Magi and one of your
Pharans in play. Move up to the chosen Pharan's printed starting energy from
the Pharan to the chosen Creature or Magi. Move up to three energy from Spray

Narth to the chosen Creature or Magi. Add three energy to the chosen Creature

or Magi. Discard both the chosen Pharan and Spray Narth from play.

COMMENTS: See Energy Cap Cards. Also, unlike the larger Creatures, this card
is too small to allow the flexibility of survival after moving energy,
because without the discard, playing a group of these along with other energy
gain cards would still let them retain the ability for abuse they once had.

VOICE OF THE STORMS

Habob
d'Resh Dream Creature - Recurring
Starting Energy: 5
ENERGIZE: 2
Effect - Serve: At the end of your turn, if your Magi is d'Resh, you may move

up to five energy from Habob to your Magi.
When you reveal a d'Resh Magi, if you have one or more Recurring cards in
your discard pile, you may discard one energy from your Magi to choose one
recurring card in your discard pile and add it to your hand.

COMMENTS: See Energy Cap Cards.


-L. "Law" Sterling
Magi-Nation DUEL Rules Team Director

















[Non-text portions of this message have been removed]




Tue Dec 3, 2002 7:57 pm

lawofsteel
Offline Offline
Send Email Send Email

Forward
Message #17940 of 21643 |
Expand Messages Author Sort by Date

The following card errata will take effect 12/15/02. This errata is to address not only specific problem cards that have recently proved to be misused from...
thelawofsteel@...
lawofsteel
Offline Send Email
Dec 3, 2002
7:57 pm

Well, okay. I guess we'll be issuing an updated Card Vault datafile shortly. Also, I'll make up PDFs of text boxes with these errata as I did the previous...
Edward Bolme
edbolme
Offline Send Email
Dec 3, 2002
9:41 pm

... Check in the files section: http://groups.yahoo.com/group/MagiNation/files/Erratas%20and% 20Clarlifications%20Lists/ -Rich Riley Redeemer of Ogar...
hida_dragonbane
Offline Send Email
Dec 3, 2002
10:54 pm

Oh, yeah...Congregate doesn't discard the Narth. Here's the correct wording: Spray Narth Arderial/Orothe Dream Creature Starting Energy: 3 Effect - Congregate:...
thelawofsteel@...
lawofsteel
Offline Send Email
Dec 3, 2002
9:44 pm

... two Creatures in play, one of which is Arderial and another one of which is Orothe, ignore Spray Narth's cost. You can only play one Spray Narth in this...
shen_dugan
Offline Send Email
Dec 3, 2002
9:51 pm

Sorry about that last reply, accident. Ummm, isn't the MRP on Shadow Rain a bit much? It only takes energy from your magi to creature, and magi gets back what ...
lostinap@...
dreshmage
Offline Send Email
Dec 3, 2002
9:52 pm

The Creature doesn't have to attack and can provide a Magi with lots of extra energy if used on the right Creature. Wudge and Trask being prime examples. ...
Tony Sorrentino
mib0347
Offline Send Email
Dec 3, 2002
9:56 pm

Yeah - I've got to agree (although I haven't been using Shadow Rain since Dream's End). It was always fun to play mind games with my opponent by leaving a 2E...
Core-mudgeon
magi_enak
Offline Send Email
Dec 3, 2002
10:26 pm

Aloha... I rarely need to make comments here, but I should also say, and from a very experienced viewpoint as far as strong combos and losing players go, that...
Todd HM Ozawa
islephoenix808
Offline Send Email
Dec 4, 2002
2:14 pm

Aloha! Just another idea: Perhaps one of the blanket rules which would remove errata from a lot of current cards and new cards could bea game rule which...
Todd HM Ozawa
islephoenix808
Offline Send Email
Dec 4, 2002
2:14 pm

... lot of ... cards ... Magi." ... Usually when Errata is proposed by the design team, it gets forwarded to the Playtest group for feedback. We actually...
fluffydeath
fluffywar
Offline Send Email
Dec 4, 2002
4:59 pm

As much as I do appreciate your public admittance that we known as the "Dr. Bob's Crew" are both smarter and better players than everyone else, I must say that...
klaive81
Offline Send Email
Dec 5, 2002
9:46 pm

and i am sincerely tired of posts like this. ladies and gentlemen, when you log into this wonderful forum, please leave your egos and flames at the door. if...
guildofthemagi <guild...
guildofthemagi
Offline Send Email
Dec 7, 2002
10:21 am

I try to take care of these situations off the list. ... [Non-text portions of this message have been removed]...
Bluntaxe
bluntaxe3
Offline Send Email
Dec 7, 2002
3:11 pm

And I just don't see why people can't just all get along....*sigh* OR individually e-mail each person. Who knows. ... ===== Jim Wong www.insIIder.com ...
Jim Wong
jimwong328
Offline Send Email
Dec 8, 2002
7:02 am

... GROUP HUG!!! ((shudder... dry heave...) No I couldn't resist. Hmmm..., but perhaps I should invoke an emergency THURSDAY! Hmmm... That'll get the LOVE...
KissMeDarkly <KissMeD...
kissmedarkly
Offline Send Email
Dec 8, 2002
7:56 am

In a message dated 12/3/2002 3:53:55 PM Central Standard Time, ... If you attack. Decks that abused energy transfer Powers can simply Cleanse Shadow Rain, grow...
thelawofsteel@...
lawofsteel
Offline Send Email
Dec 3, 2002
10:12 pm

Why not just say shadow rain can not put more energy on the magi than the magi invested into the creature? Or, shadow rain can only put back up to the...
SSJ_Mato
Offline Send Email
Dec 4, 2002
12:54 am

In a message dated 12/4/02 8:15:04 AM Central Standard Time, ... The Rules Team does not arbitrarily make errata decisions; first, decks are reported to us and...
thelawofsteel@...
lawofsteel
Offline Send Email
Dec 4, 2002
3:07 pm

In a message dated 12/4/2002 6:15:12 AM Pacific Standard Time, ... Although I understand your point of view I'm going to have to disagree with what you said...
Marcj122@...
tbear2g
Offline Send Email
Dec 4, 2002
3:40 pm

I am sad about the Arboll. I still ... I dont drink whiskey, least not yet anyways. I will however try to explain this. the change to giant arboll makes him...
C. Doug
vampiresthem...
Offline Send Email
Dec 4, 2002
4:01 pm

The general problem with MND and the errata is that the game-breaking concepts of multiple card draw, infinite energy gain, and massive energy transfer to your...
Edward Bolme
edbolme
Offline Send Email
Dec 4, 2002
5:19 pm

I also quit Magic because of banning and restricting cards and errata. However, you mean to tell me that out of the three thousand plus Magic cards there are...
Mark Bleckler
three_legged...
Offline Send Email
Dec 4, 2002
5:53 pm

... I haven't played Magic in years. What I remember is their huge Banned and Restricted list. "We screwed up... you can't play with these cards." I *do* know...
hida_dragonbane
Offline Send Email
Dec 4, 2002
7:17 pm

... One more thing, why is everyone on this list immediately attacked as soon as they begin to question 2i? Was 2i promoted to godhood and no one told me? ...
Bluntaxe
bluntaxe3
Offline Send Email
Dec 4, 2002
8:30 pm

A few problems with the playtest process right now are hampering our ability to catch broken combos and broken cards. 1. playtesters that dont actually...
C. Doug
vampiresthem...
Offline Send Email
Dec 4, 2002
9:10 pm

Holy crap, people actually do that?!?! And they call themselves gamers! Why those &%(@ing honorless little $^&#$!! All those whack @$$ fakers should all either...
SSJ_Mato
Offline Send Email
Dec 5, 2002
7:48 am

where di you hear 2I is in dire straits? I have never heard this claim merlin c...
mclarkzoos@...
fivezoid
Offline Send Email
Dec 6, 2002
1:22 pm

It's been talked about on the list before. Off the list as well. 2I has had to let a bunch of their staff go. They have been running on skeleton crew for quite...
SSJ_Mato
Offline Send Email
Dec 6, 2002
3:21 pm
First  | < Prev  |  Last 
Advanced

Copyright © 2009 Yahoo! Inc. All rights reserved.
Privacy Policy - Terms of Service - Guidelines - Help