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Rules Digest 09/16/03   Message List  
Reply | Forward Message #19894 of 21643 |
1. Do not answer rules questions on the list, even if they are not
preceded by a [RULES] note.
2. Old rules digests may be found in the Files section of the
listserv:
http://groups.yahoo.com/group/MagiNation/files
Please check previous digests before asking a question to be certain
it has not been answered before.
3. Include [RULES] in the subject of all rules posts, otherwise the
rules team may miss the question for the digest.
4. We must stress again the first rule; those who continually violate
this will be in danger of moderation.

RT = Rules Team

Announcements and Clarifications
1. Scroll of Fire vs. Arderian Guard Wings
2. Drought vs. Magi Flip
3. Gia's Tome and Everburning wick.
4. Three Leaf Clover Vs. Crushing Heat,
5. Lens of Truth and Illusionary Creatures
6. Flameplate Armor vs. Laranel
7. Climbing Staff vs. Rayje's Sword Redeux
8. I know a girl. Her name is Scyalla. She starts with?
9. Lava Flow and Burrow
10. Bouncing Yaws
11. Only one can Ride.
12. Sunburning after the Amulet hits.
13. Cute vs. Fire = Cute < Fire
14. Not so Invulnerable.

ANNOUNCEMENTS AND CLARIFICATIONS

Recently, we have received numerous complaints about changes to the timing
structure and other of the more 'fundamental' Magi-Nation rules; many feel that
these changes are unwarranted. However, most of these changes do not impact the
way most players play the game. Additionally, there is a much more practical
reason for it: Second Order.

What is happening is the beginning of what can be called a "transition period".
Unlike most other card games that ambush players with a new edition and new
rules, we are trying to steadily leak the more significant of the changes or at
least how they and existing cards function within them.

Chief among them that we hope to remove a lot of headaches, will actually first
be seen in Traitor's Reach. This being, of course, the complete abandonment of
the various timing terms; instead of "as, when, whenever" etc., future
Magi-Nation printings will simply tell you on a case by case basis exactly where
they open a timing window, and while there will be some new words associated
with timing, these words won't dictate it nearly as "logic specific" as the
current terms.

In the meantime, the following cards need a transitional clarification to their
wordings:

Furok: Effect - Retrieve: As a defending Creature removes energy from
Furok place half that energy, rounded up, back on your Magi.

Orok: Effect - Undermine: As Orok loses energy in an attack, choose
any one Magi in play. Discard half as much energy as Orok loses from
the chosen Magi, rounded down.

Dark Furok: Effect - Revile: As Dark Furok attacks and loses energy,
discard half that amount of energy, rounded down, from any one
Creature in play.

Mowat: Effect - Prickly: As an opposing Creature removes energy from
Mowat, remove one energy from that Creature.

Drought: there seems to have been some confusion over the effect of Drought's
wording; for the sake of ease, its text may be treated as saying "The next time
each player energizes, none of that players cards gains energy from energizing."

-----
QUESTIONS

1.)i'm sure this was ruled on before but just thought i'd ask...given
the way that scroll of fire is worded, a spell or power would have to
physically discard an energy first before the pyromancy took effect,
right? so if i have the arderian guard wings/weave hut/stumbling
junjertrug etc. in play, reducing a spell or power's discard to
nothing, the scroll would never take effect, right?

RT - Arderian Guard-wings and Scroll of Fire have the same trigger essentially
"when <something> discards energy from <something>" The Active players effect
would resolve first most of the time this would be the player with the Scroll of
Fire. The Scroll of Fire would add the one additional energy to the amount
discarded by the Spell, and then Arderian Guard-wings would reduce that amount
by two.

-----
2.) In August 2002, there was a Rules Digest stating that Drought
would work on the flip of a new Magi. While the wording on the card
was questionable, the ruling was made to prevent Drought from being
abused by Interchange decks. At Origins and GenCon this year, it was
ruled that Drought did not work on the flip. When I discussed this
ruling with the Tournament Director, he saw the merit of the previous
ruling, but stuck with his decision. I would ask the Rules Team to
review Drought, the thinking behind the 2002 ruling, and publish an
updated ruling.

RT - Drought negates the next Energize 'action' performed by each player on
their cards in play at the time the action takes place, not the cards that are
in play at the time of Drought's casting. An Energize 'action' happens for a
player when they must Energize all of their cards in play that can be Energized,
meaning either 1-Energize step or 2-Flood of Energy. So even if a Magi plays
Drought on their first turn before the opponent even reveals a Magi, the
opponent's Magi will not Energize on their next turn; similarly, if that Magi
flips and defeats the Magi that cast Drought, the Drought player's next Magi
will still not get to Energize when they flip.

-----
3. gia's tome and everburning wick:
when a creature is placed under the tome instead of in the discard
pile, will this trigger the short fuse effect on the wick, or does
the creature have to remain in the discard pile? basically, does a
creature hit the discard pile first before being re-directed to the
tome, or is it directly placed beneath the tome when defeated, and
would either or both situations satisfy the requirement for short
fuse?

RT - The Keywords here are "instead of in the discard pile" on Gia's Tome. The
defeated creature is never actually discarded, and so would not trigger Short
Fuse.

-----
4. three-leaf clover, crushing heat and multi-target
powers/spells/effects:
I.) can the clover be discarded prior to being "shut off" by crushing
heat to prevent the spell's secondary effect from working? the spell
is affecting the magi but the relics are being shut off
simultaneosly, and the effect says "when," so i'm assuming it only
works after the spell/power/effect resolves, but it doesn't hurt to
ask! :)

RT - Crushing Heat affects the Magi after the Creature is discarded from play,
at that time you may use Clover's Effect (which due to it's ability to make your
Cards unaffected should be treated like an 'as' effect) You don't get your
creature back since the creature was discarded prior to Crushing Heat affecting
your Magi.

II.) will the clover counter multi-targeting powers/spells/effects
like core grag, deep hyren, nalo, wildfire, etc.? what about vaporize?

RT - Clover will counter multi-targeting Powers and Spells (not Effects!) as
long as that Power or Spell affects the Magi; Wildfire does not affect the Magi.

-----
5. when discarding a card for the lens of truth's power that is less
than the starting energy of an illusion in your hand, but greater
than the illusions cost after being reduced by it's illusionary
effect, could you process the illusionary effect first before
checking for casting costs within the lens of truth's reduction
range, thus reducing the illusion's cost by an additional 2 energy?
basically, if i discard a bulabantu w/ the lens, would a xala cost a
total of 2 or 4?

RT - Xala will cost two, because Lens specifies "energy cost" rather than the
more standard "printed cost", which means it will take into account all
modifiers to the 'cost to play' value before kicking in. It isn't an Effect,
it's a duration Power, so it goes last in the chain.

-----
6. Does Flame Plate Armor prevent a Cald Magi from paying one extra
energy when choosing Laranel or any of her creatures for a Spell or
Power?

RT - See the 10/23/02 digest for the definition of Costs. Laranel's Effect adds
a one-energy cost to the act of choosing, and this cost is not preventable with
Flameplate Armor or it's ilk.

-----
7. If this has been answered already please point me to the Rules
Digest that has the answer. Does Rayje's Swords Piercing cut through
Climbing Staff?

RT - Rayje's Sword does NOT cut through Climbing Staff, or through any other
Effect that says "instead does nothing."

-----
8. if the rule book specifically states that your magi may start
w/ "any" or "all" of their starting cards, this very logically
implies that a player may choose to start w/ only "one" of scyalla's
two different non-hyren creatures, correct? "two creatures" are what
she starts w/...and "different," "non-hyren" and "of the same type"
are what you're restricted to. using this logic, i believe you have
the right to choose to start w/ only "one" of the two creatures,
should she go first in the magi stack.
if she were to be placed 2nd/3rd, and there were no two creatures,
in your discard or deck that share a type, she'll be able to grab
only one just the same, correct?

RT - Scyalla can indeed grab only one Creature, as long as it is a non-hyren
creature. The restriction on it be a different creature of the same type applies
to the a second Creature you deem to grab. Just as Sorreah and Tony can grab any
Arderial Spell or Creature, respectively, but must choose from one in the
discard if any, Scyalla's first non-hyren Creature must come from the discard.

-----
9.) Burrow states that: Effect - Burrow: X(creature) is burrowed. It
cannot attack and loses no more than two energy per turn from attacks
and your opponents' spells and powers.

Lava Flow states that: Choose any one non-Cald creature in play.
Discard two energy from the chosen creature. Opposing cards do not
affect Lava Flow when it is played, and may not alter the amount of
energy discarded by Lava Flow.

My opponent has a 10e burrowed creature. I play Lava Flow and target
the 10e burrowed creature. It loses 2e to 8e. I play a second Lava
Flow - what happens then and why?

RT - Lava Flow ignores the energy loss cap set by burrow. If you play a Lava
Flow after a burrowed creature has already lost its two energy for the round,
the Lava Flow will still discard two Energy from the Burrowed Creature. Note,
however, that Lava Flow ignore burrows cap only if the cap is already in place.
If you first play the Lava Flow then play other Spells that discard energy from
the Burrowed creature, the energy loss of the other Spells will still be capped
by Burrow.

-----
10.) Ok, I have looked through the archives and believe that this question was
not asked. The first part of the power printed on Yaw, a Nar dream creature,
states that you first return Yaw to your hand, then it says to choose a frozen
creature and restore it to it's starting energy. Can you still use the power to
return Yaw to your hand if later you do not choose a frozen creature to restore,
or does the part of restoration tie together with 'power cost' for the use of
the power? If you could answer this as soon as possible I would appreciate it,
thanks.

RT - Yes, you may; the only cost in activation of the Power is returning the
Yaw to hand; its energy is lost.

-----
11.) 1. If galiant (arderial dream creature) use your power, and your player had
two or more creatures with the same energy both gain the energy?

RT - No; if you cannot choose which Creature will gain the energy "in case of a
tie", then because no single Creature can be affected legally, none are.

-----
12.) Amulet of Sand states that once per turn, when you play a d'Resh spell,
discard one energy from each opposing creature.
Sunburn attaches to a creature and whenever that creature loses energy it loses
two additional energy.

I was wondering if I already had Amulet of Sand down and I played sunburn which
card would resolve first:
a) Do opposing creatures lose one then sunburn is attached.
-OR-
b) Does sunburn get attached then the creatures lose one, making the
creature with sunburn lose a total of 3.

RT - The Sunburn will attach first, because "when" timing occurs after all of
its conditions have resolved, meaning the victim of the Sunburn will lose an
additional two.


-----
13.) If opposing cards (3 Fireballs) remove energy from one of my Baby
Furoks with a Lightning Sand effect with Zannah as my Magi (No
effects or spells are disabled in any way) would the stopping effects
stop the Fireball? 2 Fireballs? 3 Fire Balls? Which one would
happen??? Thanks in advanced!

RT - The first Fireball will trigger all three prevention effects, and the
remaining Fireballs remove their energy normally.

-----
14.) If I played a wasperine (the effect way) and attacked a Sandstone
Hyren (with Woot! as my Magi) which would work the Weebos for Wimps
effect or the Super Invincibility effect???

RT - The Wasperine would remove its normal amount; the Super Invulnerability
would not reduce this.

-----
NON-LEGAL LIMITED CARDS:

The following list of cards is provided as a reference to cite
current, non-legal promotional cards, and their expected legal date:

The Prankster: September 15, 2003

Power of the Creators: No date currently planned.
Tony at a Con: No date currently planned.
Dan (including alternate artwork): No date currently planned.
Ludi: No date currently planned.


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




Tue Sep 16, 2003 6:17 pm

hida_dragonbane
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Forward
Message #19894 of 21643 |
Expand Messages Author Sort by Date

1. Do not answer rules questions on the list, even if they are not preceded by a [RULES] note. 2. Old rules digests may be found in the Files section of the ...
RICH RILEY
hida_dragonbane
Offline Send Email
Sep 16, 2003
6:15 pm

This is in direct contradiction to Rules Digest 12/13/02 pt. 4 (http://groups.yahoo.com/group/MagiNation/message/18260) #42. 42. If i have a Crystal Vision in...
teis96
Offline Send Email
Sep 17, 2003
5:01 am

RT, i think you might have overlooked something. Lightning sand will only protect against powers and attacks. Fireball will only trigger cudly wudly and...
Jason Ware
tanzra187
Offline Send Email
Sep 21, 2003
3:12 am

... will only protect against powers and attacks. Fireball will only trigger cudly wudly and charm, so the Lightning Sand will still be active. --- On Tue...
hida_dragonbane
Offline Send Email
Sep 21, 2003
5:20 pm
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