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
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