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Showing posts with label game mechanics. Show all posts
Showing posts with label game mechanics. Show all posts

Tuesday, March 3, 2015

MTG - Dragons of Tarkir Mechanics!

Dragons of Tarkir are glaring at you around the corner and we're granted the first peek of their mechanism, here we go!

BOLSTER

Bolster is the same as ever, with an exception of there's no longer "Abzan" name on it. It's now Dromoka Clan. Make use of this mechanism cleverly and you'll have yourself an army of impenetrable defense!



REBOUND

Rebound is back from Rise of the Eldrazi as Ojutai's mechanism on this set. The spell you cast may be exiled, but it gained one more time usage for the next upkeep without paying it's mana cost!


EXPLOIT
Silumgar clan's main mechanism is Exploit, in which you have to sacrifice another creature as the one with Exploit comes into play. But hey, you're not just sacrificing your pawns for fun! There will be benefits on doing such acts!


DASH

Mardu? What's Mardu? Dash is the main focus on Kolaghan's Clan! By paying the Dash mana cost, you got to cast creatures with haste on the battlefield! They're returned to hands by the end of turn, so proceed with caution or you'll be shocked!


FORMIDABLE

Instead of Ferocious, which required you to have creature with toughness 4 or greater, here's Formidable! By having a total sum of certain power of all your creatures gathered, you get to unleash awesome effects!


MEGAMORPH

And lastly, we have Megamorph! Nope, you didn't hear it wrong! It's Morphin' Time!... Besides of the joke this is basically a Morph card with more expensive mana cost but also granted extra effect as you morph!


More info at magic.wizards.com

Tuesday, December 30, 2014

MTG - Fate Reforged Mechanics!!

Hey there Folks! Magic: The Gathering Fate Reforged is around the corner in January and here we are, granted with new mechanics which will spice up your experience on playing the game!! Let's take a quick look!

BOLSTER


This keywords belong mainly to Abzan, which focus on defense of your army. With Bolster you can actually give a +1/+1 Counter on your least tough creature you control according to the Bolster number!

PROWESS

Meanwhile, the Jeskai's keyword is Prowess. Prowess actually enables you to turn all of your noncreature spells to muster up the power of your creatures!! Simple, yet cunning... Yes?

DELVE

For all the Sultai players (or not), Delve is the keyword we know so well since the Khans of Tarkir expansion. Spell with Delve usually came with huge mana cost, but you can always reduce the cost by every time you exile another card from your own graveyard.


DASH



The Mardu still rely on their speed on actually attacks your opponent in horde. With Dash keyword, the creatures with it can cut it's own casting cost, but!! They will come back to their owner's hand at the beginning or the next end step. This will prove to be advantageous or disadvantageous depending on your own playstyle, so use it well!


FEROCIOUS


Temur is known as it's own savagery, and this keyword actually live up to it. Creatures with Ferocious will become even more powerful as you control creatures with power of 4 or greater. So the bigger your beasts the more dangerous your horde will!!


MANIFEST


And lastly we have Manifest as our keyword. Running out of creatures? Or perhaps you'd like to gamble on your own top deck for creatures you'd like to come, but it's not even in your hand? Then try this for a sure 2/2 Morph creature which can be turned if it's actually a creature card. By paying their cast cost of course...
More info at magic.wizards.com

Thursday, November 13, 2014

Today's Featured - Guided By Nature


Yesterday we featured Built from Scratch, and no we're doing the same thing for  Guided By Nature from the recently released Magic: The Gathering Commander (2014 Edition)!

Guided by Nature focuses on gathering mana early in the game and unleash it in the middle or late game. Thankfully all the elves in this deck are capable on doing all that, and they're so easy to cast! 

Freyalise the Planeswalker can also boost the number of elves in the field, and extra ability to destroy artifact or enchantment which hinders you. Her drawing ability is also superbly effective since you'll be having tons of mana to use but limited hand size for sure.

Aside of the ability of empowering your mana, this deck can very well be lethal as the number of creatures you control in fields increases! Elvish Archdruid and Ezuri, Renegade Leader, can make all the other elves stronger while humongous creatures like Thunderfoot Baloth and Creeperhulk can make even the lowliest of creature you have a lethal threats. Honorable mention for Siege Behemoth which can let you push past any number of blockers! Wow!


More info at http://magic.wizards.com/

Tuesday, November 11, 2014

Magic The Gathering: Commander 2014 Release Note


New Cards and Format Legality
There are 61 cards within the Magic: The Gathering-Commander (2014 Edition) decks that are completely new to the Magic game. These cards are legal for play in the Vintage and Legacy formats only. They aren't legal for play in the Standard or Modern format.
For more information about Magic formats, please visit Wizards.com/rules. For information about the format legality of a specific card, please visit Gatherer.Wizards.com, search for the card, and check the "Sets & Legality" tab.

Overview
Created and popularized by fans, the Commander variant is usually played in casual free-for-all multiplayer games, although two-player games are also popular. Each player starts at 40 life. Each player's deck is headed by a commander - traditionally a legendary creature, although this release introduces five planeswalkers that can also be a deck's commander. A player's choice of commander determines which other cards can be played in the deck.
A recommended banned list for the Commander format is maintained by the rules committee at MTGCommander.net, not by Wizards of the Coast. On Magic Online, the Commander format follows that banned list.

Commander Deck Construction
- Commander decks are exactly 100 cards, including the deck's commander.
- The deck's commander must be a legendary creature or one of the five planeswalkers in this release.
- Comander is a "singleton" format. That is, other than basic lands, each card must have a different English name.
- Your commander's color identity determines the other cards that can be in your deck. A card's color identity includes its color, as defined by it's mana cost or color indicator, and the colrs of any colored mana symbols  in the rules text.
- A card can't be included in your deck if its color identity includes a color not in your commander's color identity.
- Color identity established before the name begins and doesn't change during the game, even if your commander becomes different color.
- The colors of colored mana symbols found only in reminder text aren't part of a card's color identity.
- A land card with one or more basic land types can't be included in your deck if it could produce mana of a color not in your commander's color identity.
- During the game, if mana that isn't a color in your commander's color identity would be added to your mana pool, that much colorless mana is added to your mana pool instead.

Using Your Commander
Commanders play a prominent role in games, often appearing on the battlefield multiple times.
- Your commander begins the game in the command zone, a game area created for the Commander format and now also used for the nontraditional Magic cards (including plane, scheme, and conspiracy cards) and for emblems created by planeswalkers. The other 99 cards are shuffled and become your library.
- If your commander would be put into your graveyard from anywhere or be exiled from anywhere, you may choose to put it into the command zone instead.
In addition to the normal rules regarding winning and losing the game, the Commander format has one other rule: A player who has been dealt 21 or more combat damage by the same commander over the course of the game loses the game. This is unlikely to happen if your commander is a planeswalker, although it still applies if that planeswalker becomes a creature and deals combat damage.
- Players should keep track of combat damage dealt to them by each commander over the course of the game.
- This rule includes a player's own commander, which can deal combat damage to its owner if the commander is controlled by another player or if combat damage gets redirected to that player.

Alternative Mulligan Rule
The commander variant uses an alternative mulligan rule: Each time a player takes a mulligan, rather than shuffling his or her entire hand of cards into his or her library, that player exiles any number of cards from his or her hands. Then the player draws a number of cards equal to one less than the number of cards he or she exiled this way. Once a player keeps an opening hand, that player shuffles all cards he or she exiled this way into his or her library.
Leaving the Game
Unlike two-player games, multiplayer games can continue after a player loses and leaves the game.
- When a player leaves the game, all permanents, spells, and other cards owned by that player also leave the game.
- If that player controlled any abilities or copies of spells that were waiting to resolve, they cease to exist.
- If that player controlled any permanents owned by another player, the effects that gave control of them to the player who left end. If this doesn't give control of them to a different player (perhaps because they entered the battlefield under the control of the player who left), they're exiled.

Oversized Commanders
Each Magic: The Gathering - Commander (2014 Edition) deck comes with an oversized premium foil card that corresponds to the commander of that deck. This card is for fun only and isn't required for Commander gameplay.
- You must have the traditional Magic card version of your commander, even if you use the oversized card.
- As long as your commander is  in public zone, such as the command zone or the battlefield, you may substitute the oversized card for the traditional Magic card.
- If your commander is in a hidden zone, such as your library or your hand, use the traditional Magic card.
New Ability Word: Lieutenant
Lieutenant is an ability word that appears in italics on a cycle of creatures that become more powerful if you control your commander, such as

- Lieutenant abilities apply only if your commander is on the battlefield and under your control.
- Lieutenant refer only to whether you control your commander, not any other player's commander.
- If you gain control of a creature with a lieutenant ability owned by another player, that ability will check to see if you control your commander and will apply if you do. It won't check whether its owner controls  his or her commander.
- If you lose control of your commander, lieutenant abilities of creatures you control will immediately stop applying. If this causes a creature's toughness to become less than or equal to the amount of damage marked on it, the creature will be destroyed.
- If a triggered ability granted by a lieutenant ability triggers, and in response to that trigger you lose control of your commander (causing the lieutenant to lose that ability), that triggered ability will still resolve.


Cycle Offerings
The offerings are a cycle of cards that have two beneficial effects. For each, you and an opponent of your choice are rewarded. The cards example is below:


- You may choose the same opponent for each of the effects, or you may choose different opponents. None of the affected players are targets of the spell.
- For each of the Offerings except Volcanic Offering (see its entry in the Card-Specific Notes section), you choose the opponents for each effect as the spell resolves.

More info at http://magic.wizards.com/

Friday, October 24, 2014

News Cardfight Vanguard - Generation Break!!!

Is everyone excited for the upcoming Cardfight! Vanguard G? Here's some good news for you, Generation Break!!

What is Generation Break?
Generation Break (GB for short) is the new keyword for the upcoming Cardfight! Vanguard G.
Represents by icon 
or 
There maybe more icons depending on the cost but for the meantime here is the available icons.

How does it work?
Generation Break is skill which can be used when cards from the generation zone is used/face up on the field.

For example:

Shining Knight, Milius
G0 / Power: 5000 / Shield: 10000
[Auto]: Forerunner (When a unit of the same clan rides this unit, you may call this unit to (RC))
[Act](RC) Generation Break 1 (This ability is active you have one or more G units face up in your G zone and/or (VC)): [Counter Blast (1) & put this unit into your soul] Search your deck for up to one grade 2 card, call it to (RC) and shuffle your deck.

For this card, you need at least 1 card face up in your Generation zone or your own Vanguard circle to activate the counter blast effect.

Frequently Asked Questions:

  1. Question: Can I fulfill the condition for GB2 when I have 1 face up G unit on my (VC) and 1 in my G Zone?

    Answer: Yes, you can. As there are 2 face up G unit, the condition is satisfied.
  2. Question: If after satisfying the condition for GB, the number of face up cards in my G Zone is reduced; making the conditions of GB become unsatisfied, what happens?

    Answer: You cannot activate GB. When you activate GB, the total number of face up G Units in your (VC) and G Zone must be equal to or more than the specified number.
  3. Question: Do the units chosen for the cost of G Assist count towards the number of face up G Units?

    Answer: No, they do not. They are not counted for the satisfaction of the condition for GB