@kaoz42@smax765 "What party?" The confused sliver said as it tilts its head toward the dragon. The bush would brushes for a moment. This way catches sliver and dragon attention, five wolves came out of them and one of them are attacking.
Auramancer and Ugragos entered the battle, one Alpha Stickwolf casted Ambushed on one of Stickwolves, and that one is attacking the dragon as the dragon tried to fly away but been stopped by the tree's branches.
4x Stickwolves
Battle Report: 1) Your turn begins. 1.1) Hidden Effect been triggered: Ugragos loses flying until end of turn. (Chance was 25%) 1.2) Alpha Stickwolf casts Ambushed on #1 Stickwolf 1.3) #1 Stickwolf gets +1/+0 and gains haste. 1.31) #1 Stickwolf attacks Ugragos 1.311) #1 Stickwolf gets +2/+1 as it attacks 1.4) Ugragos takes 3 damage
2) Ugragos is DOWN!
@cadstar369 Fen would move toward to the mushroom then sniffs it. It seems it loses interest in it as the stickwolf steps back. Something tells you that it is not a food, but you don't know whether it's poison or not.
1.1) Hidden Effect been triggered: Ugragos loses flying until end of turn. (Chance was 25%)
1.2) Alpha Stickwolf casts Ambushed on #1 Stickwolf
1.3) #1 Stickwolf gets +1/+0 and gains haste.
1.31) #1 Stickwolf attacks Ugragos
1.311) #1 Stickwolf gets +2/+1 as it attacks
1.4) Ugragos takes 3 damage
2) Ugragos is down, health is 0. Note: Once player is down, they no longer can cast a spell, but they can still use any non-equipment artifacts. Warning: You missed a few opportunities. Are you sure about this decision?
3) Auramancer casts Sliver's Strike and Sliver's Infection on itself 3.1) Two 1/1 sliver creature tokens are created this way. Warning: Any ability that says "You may" MUST be manually done. Because if you haven't done so, System will ignore it and assumed you chosen to not use this ability.
4) You remains in main phase. Ugragos's inventory: 1x Raw Meat Auramancer's inventory: 1x Raw Meat
@Cadstar369 You took Dipped Mushroom carefully off the ground then you put it into your pocket. You and your furry friend are off to search the forest. You noticed the black bush that shines off to you. Fen stands its ears up as it comes into hunt position toward the bush. Confused for a moment then you hear chrip. It turns out there is a white bird on the branch of tree next to the black bush.
You may; (There are many ways you can do it. System doesn't reward you for your cleverness, but your cleverness may make your life easier.)
- Sneak to ambush the bird - Ignore it and proceed to the bush - Do else
Overall, this RPG has a lot going for it so far. The pacing is slower than other RPGs on the site, but it doesn't feel like a drag since it makes perfect sense that a bunch of random characters dropped into an unfamiliar world would probably take things slow until they get their bearings. The PCs are given a great deal of agency in how they wander and interact with the world. One especially notable feature is the flexible response to the card designs players submit, which falls closer to the more fluid and constructive "yes, and…" style than more common methods.
There's mainly a couple things that seem problematic at the moment:
The exp/leveling system is rather nebulous. Other players have already pointed out that the PCs weren't getting the same prompts when they leveled up, and there's not much else to say here. (All it would take to fix this is consistency going forward.)
Since the PCs have such low stats, many of the spells and abilities used by enemies have a high chance to be lethal, especially during a PCs first encounter with an unknown enemy. This is somewhat cushioned by the rewind system, but it can still be frustrating when an enemy one-shots the PC out of nowhere because they happened to pick the wrong enemy to deal with. (This issue will probably fade as the campaign progresses, but the suggestions in the other RPG feedback posts regarding encounter construction definitely apply here as well.)
@cadstar369 You keeping mentioning "DPS check". May I ask what is that?
Since I accidentally keeping change the level up, so I made a paper for copy and paste. Here is;
You level up!
Increase your character's mana cost by one then you may choose one;
- Add 2 total points power and/or toughness.
- Add a new ability and one power or toughness.
- Strengthen an existing ability and add one power or toughness.
- Strength an existing ability and add a new ability.
As for your spells, you may;
- Create a 1-mana common card.
- Rank a card up you control. You may overwrite it with a new card.
- Increase a card's mana cost by one you control. You may overwrite it with a new card.
Remind: There can be two colors in single mana as long as it's splited color. Meaning if you get two manas, your character can be up to four color. If you want, your character may be colorless or devoided. Whatever works for you.
Curses: If your card pushed its rarity, color, and/or mana cost a little too far, System will put a curse on it until it reaches a certain condition. Curses wears off once condition is met. If it is too far then I will ask you to weaken it or use different ability.
Overwriting Character: If you must rework the Character, you may do so. However, there are some things must remain same;
- Creature Type (Choose one creature then you must stick with it. You may add another or change it such as; Sliver Cleric to Sliver Warrior)
- Name of Card (You may change its adjective such as; Heju, the Dead Studier to Heju, the Inklings' Controller, as long as it's a legendary creature.)
Failing to meet one of them will result in reseting the character's level back to 1 once confirm is made.
DPS stands for damage per second, and has two meanings:
As an adjective, it describes how the average damage a character, weapon, spell, etc. does each second. For example, if a weapon has a rating of 45 DPS, then it outputs an average of 45 damage each second.
As a noun, it refers to a character class or tactic which focuses on quickly dealing large amounts of damage or dealing bursts of high damage. (The latter is often called burst DPS to distinguish it from the former.) For example, mages and rogues tend to focus on dealing lots of damage, so they're called DPS classes.
Despite the acronym, a character's DPS need not be measured in seconds; in games like this one DPS would generally refer to damage per turn rather than damage per second.
A DPS check is an encounter where there is no solution other than dealing a sufficient amount of damage in a given amount of time. In other words, the encounter checks whether the player(s) have high enough DPS to overcome its mechanics, which usually include something like unpreventable massive damage in fixed intervals or high regeneration. These kinds of encounters can easily become frustrating or uninteresting since they naturally tend to greatly restrict player options.
For a more concrete example, let's contrast Ogam and Fen. As a 1/2, Ogam deals 1 damage when he attacks, so we can say he has a rating of 1 DPS. His spells and abilities allow him to reduce other characters' DPS rather than increase his own, so Ogam is not suited to DPS checks. On the other hand, while the 0/1 Fen would normally deal 0 DPS, his +3/+2 attack trigger means he usually deal 3 DPS, making him better suited to DPS checks than Ogam.
@cadstar369 Then how will you to stay hidden, so bird wouldn't react to your presence? - Stay behind tree - Lay down on your belly and let grasses and leaves cover you - Do else
Are Gifts and Traits very impacting or they are just weak?
Which is a gift would be considered to be weakest or strongest, why would that is?
New three traits will be generated for each 5 level for person to choose one of them. Is that reasonable? If it is weak then I can turn it down to each three level to balance it.
Things to note: The creature types can let you know what kind class is it. Spiders and Snakes have lowest DPS. However, they prefer to catch their own preys at their pace without any damage done to themselves. They will be more likely to have deathtouch or any ability/spell that causes creature unable to attack temporarily. Wolves are relentless and doesn't care for its life. As result, their DPS is high; however, their health is low. The "Human" Figures are generally colorless, they may be any color. You encountered the Rogues and Kaoz42 encounterd a Forgotten creature. Rogues in Waste are unpredictable, their spell may be different. Their flavor text and abilities may be only hints you can get it off. Forgotten creatures are full of DPS. They will try to gain highest DPS at max, whatever cards they discard allows. If you can survive or outwait them, they will die from withering.
Ogam will stay behind the tree, since that would make less noise.
~~~
The gifts and traits are definitely impactful, and granting PCs the choice of a new perk every five levels should be more than enough. Let's take a look at the starting six gifts and traits:
Heju's Desire ~ The strength of this one depends heavily on how literal the description is, as interpretations can range from "Whenever a creature an opponent controls dies, create a 2/2 Figure Zombie creature token," to "Whenever a creature an opponent controls dealt combat damage by you this turn dies, create a 2/2 Figure Zombie creature token," to even something like "Whenever a creature dies, if you caused it to die, create a 2/2 Figure Zombie creature token."
For Power ~ Free sacrifice outlets are always strong in a variety of strategies, and this one is no exception.
To Domainance ~ This one seems a little odd. Zombies don't often have 6+ power or toughness, so this effectively reads "Zombies you control get +1/+1." Free anthem effects are generally great though, especially since Heju's Desire creates zombie tokens.
Be Feared ~ This feels like a trait someone might pick for their second or third character. While weak at low levels due to the three Zombie requirement, the strength of this trait later on depends heavily on encounter design. If enemies tend to rely on attacking, then Be Feared could be pretty strong, but if they don't it'll feel pretty useless.
Guiman's Experiment ~ This gift can potentially provide even greater max mana than Wenkman's Knowledge, and toughness is arguably a PCs most important stat, making this gift a solid choice.
For Stronger ~ This trait is insanely strong at low levels, but its strength going forward is once again dependent on encounter design.
To Find Cure ~ While this trait isn't likely to do much early on, it has the potential to become incredibly useful later on.
Be Lucky ~ This is easily one of the strongest traits. Flipping a coin is one of the strongest "downsides" in Magic, so being able to choose the outcome of a coin flip lets a PC consistently use effects far more powerful than other characters of a similar level would have access to.
Jekmo's Rage ~ Gaining a permanent DPS multiplier at level 1 is always a solid choice, though it does depend somewhat on exactly when it's applied.
For Honor ~ Assuming haste means the PC is likely to always go first, this trait is very strong when combined with their doubled power.
To Fight ~ While the strength of this trait depends on encounter design, doubling the DPS of the PC and their companions is incredibly strong.
Be Undefeated ~ Even if the PC never gains any companions, having a permanent +4/+0 is almost certainly enough to slay just about anything they encounter across in one hit (if Jekmo's Rage wasn't enough already).
Wenkman's Knowledge ~ Classic example of a gift that slowly gets better over time. Solid choice for any PC built around spells or activated abilities, especially since the base mana pool is rather small in this game.
For History ~ Hands down the most insanely powerful trait available; it'd be disingenuous to not call it broken, especially with how spells are developed here. One can already see the shadow of how problematic this is with Ogam's two spells, which allow him to both forestall attacks and conditionally counter spells and abilities for 0 mana.
To Learn ~ Both completely dependent on encounter design and difficult to take advantage of, this is one of the weakest traits available.
Be Cautious ~ Letting a PC know Spell Pierce inherently seems a little dangerous, especially if they're not in colors where that makes sense, but this may only hold for lower level characters.
Queke's Care ~ Extra HP is always a solid choice, and doubling it as seen here should be very strong.
For People ~ Reverse Pariah effects are usually hard to utilize, even with as much HP as Queke's Care provides, but this could certainly come in handy once a PC gathers a few allies.
To Rescue ~ While this trait is flexible and allows for some interesting tactics, it's probably going to be difficult to take full advantage of it, though that doesn't diminish it's strength.
Be Generous ~ This trait takes significant setup for generally minimal payoff, making it another weak option under most circumstances.
Maxman's Greediness ~ Since no uses for gold have been revealed thus far, there's not much to say about this gift yet.
For Treasure ~ Extra treasure is always nice, but with no functional information presented by the description there's little to be said here.
To Convince ~ This trait is incredibly strong, likely the second strongest after For History, particularly when combined with sacrifice effects.
Be in Control ~ This trait is generally strong at low levels, but whether it remains strong at higher levels depends on encounter design.
In general, a "strong" gift or trait tends to be undercosted (e.g. To Convince), reduce costs (e.g. For History), allow a PC to trivialize a wide variety of encounters (e.g. Jekmo's Rage and any of its traits), and/or enable the use of abnormally powerful strategies or effects (e.g. Be Lucky, To Convince).
In contrast, a "weak" gift or trait could be overcosted, difficult to utilize (e.g. For People, To Learn), require excessive setup (e.g. Be Feared), be too narrow for most encounters (e.g. To Find Cure), depend heavily on factors outside the PC's control (e.g. To Find Cure, To Learn), and/or encourage the use of weaker effects/tactics without providing sufficient benefit for doing so (e.g. Be Generous).
@cadstar369 Then you hide behind the tree to stay undetected, hoping to let bird determine whether the bush is safe or not for the bird. Last thing you knew at moment was Fen's bark. Your head peek out behind tree to see a stickwolf failed to catch the bird which ran away. Fen seems disappointed that he didn't caught his own prey.
Welp, good idea but you failed to realize that Fen was in hunt position and is planning to catch bird. Hence, bird ran away.
You may; - Take a look at bush - Skip the bush then search - Do else
1.1) Hidden Effect been triggered: Ugragos loses flying until end of turn. (Chance was 25%)
1.2) Alpha Stickwolf casts Ambushed on #1 Stickwolf
1.3) #1 Stickwolf gets +1/+0 and gains haste.
1.31) #1 Stickwolf attacks Ugragos
1.311) #1 Stickwolf gets +2/+1 as it attacks
1.4) Ugragos takes 3 damage
2) Ugragos is down, health is 0. 2.1) Ugragos sacifices Raw Meat 2.21) Flips a coin: It comes out as head. 2.2) Ugragos gains "At beginning of each turn, you gain 1 life" for three turns.
3) Auramancer casts Sliver's Strike and Sliver's Infection on itself
3.1) Two 1/1 sliver creature tokens are created this way.
@FireOfGolden@smax765 I recommend the auramancer Sliver attack with the tokens. Ugragos will hold his actions, and suggest the Sliver should also attack, since offense seems to be the Sliver's main purpose.
1.1) Hidden Effect been triggered: Ugragos loses flying until end of turn. (Chance was 25%)
1.2) Alpha Stickwolf casts Ambushed on #1 Stickwolf
1.3) #1 Stickwolf gets +1/+0 and gains haste.
1.31) #1 Stickwolf attacks Ugragos
1.311) #1 Stickwolf gets +2/+1 as it attacks
1.4) Ugragos takes 3 damage
2) Ugragos is down, health is 0. 2.1) Ugragos sacifices Raw Meat 2.21) Flips a coin: It comes out as head. 2.2) Ugragos gains "At beginning of each turn, you gain 1 life" for three turns.
3) Auramancer casts Sliver's Strike and Sliver's Infection on itself
3.1) Two 1/1 sliver creature tokens are created this way.
@kaoz42 There no limit to actions. However, you can only cast each spell once. Unless you draw a card, that is. Mainly, everyone are limited by their own mana.
10.1) #4 and #5 Stickwolves gets +2/+1 as it attacks.
10.2) #1 Sliver token takes 4 damage
11) #1 Sliver token dies
12) #2 Sliver token dies
13) Enemy turn ends as Ally begins
14) Zombie Figure untaps
15) <Sys> Auramancer (1 Mana left) casts Sliver's Strike on 2/2 Zombie Figure. 15.1) Zombie Figure gets +1/+1 and gains first strike 15.2) A newly #3 sliver token been created.
Comments
"What party?" The confused sliver said as it tilts its head toward the dragon. The bush would brushes for a moment. This way catches sliver and dragon attention, five wolves came out of them and one of them are attacking.
Auramancer and Ugragos entered the battle, one Alpha Stickwolf casted Ambushed on one of Stickwolves, and that one is attacking the dragon as the dragon tried to fly away but been stopped by the tree's branches.
Battle Report:
1) Your turn begins.
1.1) Hidden Effect been triggered: Ugragos loses flying until end of turn. (Chance was 25%)
1.2) Alpha Stickwolf casts Ambushed on #1 Stickwolf
1.3) #1 Stickwolf gets +1/+0 and gains haste.
1.31) #1 Stickwolf attacks Ugragos
1.311) #1 Stickwolf gets +2/+1 as it attacks
1.4) Ugragos takes 3 damage
2) Ugragos is DOWN!
@cadstar369
Fen would move toward to the mushroom then sniffs it. It seems it loses interest in it as the stickwolf steps back. Something tells you that it is not a food, but you don't know whether it's poison or not.
Just before Ugragos went unconscious, he says "A little help here. I'll help you in turn if you do."
Battle Report:
Note: Once player is down, they no longer can cast a spell, but they can still use any non-equipment artifacts.
Warning: You missed a few opportunities. Are you sure about this decision?
3) Auramancer casts Sliver's Strike and Sliver's Infection on itself
3.1) Two 1/1 sliver creature tokens are created this way.
Warning: Any ability that says "You may" MUST be manually done. Because if you haven't done so, System will ignore it and assumed you chosen to not use this ability.
4) You remains in main phase.
Ugragos's inventory: 1x Raw Meat
Auramancer's inventory: 1x Raw Meat
@Cadstar369
You took Dipped Mushroom carefully off the ground then you put it into your pocket. You and your furry friend are off to search the forest. You noticed the black bush that shines off to you. Fen stands its ears up as it comes into hunt position toward the bush. Confused for a moment then you hear chrip. It turns out there is a white bird on the branch of tree next to the black bush.
You may; (There are many ways you can do it. System doesn't reward you for your cleverness, but your cleverness may make your life easier.)
- Sneak to ambush the bird
- Ignore it and proceed to the bush
- Do else
I forgot what raw meat does.
@kaoz42 see this post for Raw Meat's effects.
Inventory
Gold x3
Charcoal Leaf x2
Snake Fang x1
Stickman's Longbow x1 (equipped)
Heavy Paper Sword x1
Unknown Berry x1
Dipped Mushroom x1
See what Cadstar369 said. He did do the job for me.
Since you gave feedbacks to other RPGs, do you have some that could help me to make it better than it is now?
There's mainly a couple things that seem problematic at the moment:
You keeping mentioning "DPS check". May I ask what is that?
Since I accidentally keeping change the level up, so I made a paper for copy and paste. Here is;
Increase your character's mana cost by one then you may choose one;
- Add 2 total points power and/or toughness.
- Add a new ability and one power or toughness.
- Strengthen an existing ability and add one power or toughness.
- Strength an existing ability and add a new ability.
As for your spells, you may;
- Create a 1-mana common card.
- Rank a card up you control. You may overwrite it with a new card.
- Increase a card's mana cost by one you control. You may overwrite it with a new card.
Remind: There can be two colors in single mana as long as it's splited color. Meaning if you get two manas, your character can be up to four color. If you want, your character may be colorless or devoided. Whatever works for you.
Curses: If your card pushed its rarity, color, and/or mana cost a little too far, System will put a curse on it until it reaches a certain condition. Curses wears off once condition is met. If it is too far then I will ask you to weaken it or use different ability.
Overwriting Character: If you must rework the Character, you may do so. However, there are some things must remain same;
- Creature Type (Choose one creature then you must stick with it. You may add another or change it such as; Sliver Cleric to Sliver Warrior)
- Name of Card (You may change its adjective such as; Heju, the Dead Studier to Heju, the Inklings' Controller, as long as it's a legendary creature.)
Failing to meet one of them will result in reseting the character's level back to 1 once confirm is made.
DPS stands for damage per second, and has two meanings:
- As an adjective, it describes how the average damage a character, weapon, spell, etc. does each second. For example, if a weapon has a rating of 45 DPS, then it outputs an average of 45 damage each second.
- As a noun, it refers to a character class or tactic which focuses on quickly dealing large amounts of damage or dealing bursts of high damage. (The latter is often called burst DPS to distinguish it from the former.) For example, mages and rogues tend to focus on dealing lots of damage, so they're called DPS classes.
Despite the acronym, a character's DPS need not be measured in seconds; in games like this one DPS would generally refer to damage per turn rather than damage per second.A DPS check is an encounter where there is no solution other than dealing a sufficient amount of damage in a given amount of time. In other words, the encounter checks whether the player(s) have high enough DPS to overcome its mechanics, which usually include something like unpreventable massive damage in fixed intervals or high regeneration. These kinds of encounters can easily become frustrating or uninteresting since they naturally tend to greatly restrict player options.
For a more concrete example, let's contrast Ogam and Fen. As a 1/2, Ogam deals 1 damage when he attacks, so we can say he has a rating of 1 DPS. His spells and abilities allow him to reduce other characters' DPS rather than increase his own, so Ogam is not suited to DPS checks. On the other hand, while the 0/1 Fen would normally deal 0 DPS, his +3/+2 attack trigger means he usually deal 3 DPS, making him better suited to DPS checks than Ogam.
Battle System waits by for your response.
@cadstar369
Then how will you to stay hidden, so bird wouldn't react to your presence?
- Stay behind tree
- Lay down on your belly and let grasses and leaves cover you
- Do else
Oh, last few questions.
Are Gifts and Traits very impacting or they are just weak?
Which is a gift would be considered to be weakest or strongest, why would that is?
New three traits will be generated for each 5 level for person to choose one of them. Is that reasonable? If it is weak then I can turn it down to each three level to balance it.
Things to note:
The creature types can let you know what kind class is it. Spiders and Snakes have lowest DPS. However, they prefer to catch their own preys at their pace without any damage done to themselves. They will be more likely to have deathtouch or any ability/spell that causes creature unable to attack temporarily. Wolves are relentless and doesn't care for its life. As result, their DPS is high; however, their health is low. The "Human" Figures are generally colorless, they may be any color. You encountered the Rogues and Kaoz42 encounterd a Forgotten creature. Rogues in Waste are unpredictable, their spell may be different. Their flavor text and abilities may be only hints you can get it off. Forgotten creatures are full of DPS. They will try to gain highest DPS at max, whatever cards they discard allows. If you can survive or outwait them, they will die from withering.
~~~
The gifts and traits are definitely impactful, and granting PCs the choice of a new perk every five levels should be more than enough. Let's take a look at the starting six gifts and traits:
- Maxman's Greediness ~ Since no uses for gold have been revealed thus far, there's not much to say about this gift yet.
- For Treasure ~ Extra treasure is always nice, but with no functional information presented by the description there's little to be said here.
- To Convince ~ This trait is incredibly strong, likely the second strongest after For History, particularly when combined with sacrifice effects.
- Be in Control ~ This trait is generally strong at low levels, but whether it remains strong at higher levels depends on encounter design.
In general, a "strong" gift or trait tends to be undercosted (e.g. To Convince), reduce costs (e.g. For History), allow a PC to trivialize a wide variety of encounters (e.g. Jekmo's Rage and any of its traits), and/or enable the use of abnormally powerful strategies or effects (e.g. Be Lucky, To Convince).In contrast, a "weak" gift or trait could be overcosted, difficult to utilize (e.g. For People, To Learn), require excessive setup (e.g. Be Feared), be too narrow for most encounters (e.g. To Find Cure), depend heavily on factors outside the PC's control (e.g. To Find Cure, To Learn), and/or encourage the use of weaker effects/tactics without providing sufficient benefit for doing so (e.g. Be Generous).
Ugragos will sleep-eat raw meat.
Then you hide behind the tree to stay undetected, hoping to let bird determine whether the bush is safe or not for the bird. Last thing you knew at moment was Fen's bark. Your head peek out behind tree to see a stickwolf failed to catch the bird which ran away. Fen seems disappointed that he didn't caught his own prey.
Welp, good idea but you failed to realize that Fen was in hunt position and is planning to catch bird. Hence, bird ran away.
You may;
- Take a look at bush
- Skip the bush then search
- Do else
@kaoz42 @smax765
Kaoz42, you made the decision that can't be undone.
Battle Report:
2.1) Ugragos sacifices Raw Meat
2.21) Flips a coin: It comes out as head.
2.2) Ugragos gains "At beginning of each turn, you gain 1 life" for three turns.
Do you want to skip combat step?
I recommend the auramancer Sliver attack with the tokens. Ugragos will hold his actions, and suggest the Sliver should also attack, since offense seems to be the Sliver's main purpose.
I would like to point out that two sliver tokens are currently affected by Summon Sickness.
Oh.
Battle Report:
2.1) Ugragos sacifices Raw Meat
2.21) Flips a coin: It comes out as head.
2.2) Ugragos gains "At beginning of each turn, you gain 1 life" for three turns.
4.1) #2 Stickwolf takes 3 damage
5) #2 Stickwolf dies
5.1) HEJU'S DESIRE - Auramancer creates one 2/2 Zombie Figure
6) Ally turn ends as Enemy turn begins
6.1) Alpha Stickwolf's ability triggers; #1 Stickwolf becomes red.
7) Ugragos gains 1 life and is now UP
8) Alpha Stickwolf and #1 Stickwolf attacks Auramancer
8.1) #1 Stickwolf gets +2/+1 and bonus +1/+1 as it attacks.
9) #3 Stickwolf attacks Ugragos
9.1) #3 Stickwolf gets +2/+1 as it attacks
10) #4 and #5 Stickwolf attacks #1 sliver token
10.1) #4 and #5 Stickwolves gets +2/+1 as it attacks.
Kaoz42, any response before the System responds? (You may respond after System, just let me know so.)
@Cadstar369
You will have to wait for battle to end before you can encounter anything.
Before Ugragos can be attacked by 3# stickwolf, Ugragos selects the "no attack" mode of crystalline manipulation on the 3# stickwolf.
Battle Report:
8.2) Auramancer sends two Sliver tokens to block both.
8.3) #1 Sliver token takes 3 damage
8.4) #2 Sliver token takes 1 damage
10.2) #1 Sliver token takes 4 damage
11) #1 Sliver token dies
12) #2 Sliver token dies
13) Enemy turn ends as Ally begins.
Kaoz42, what would you like to do next before System? (Ally will return back to main phase after System do something)
Ugragos will continue to hold actions. Btw, how many actions do I get?
There no limit to actions. However, you can only cast each spell once. Unless you draw a card, that is. Mainly, everyone are limited by their own mana.
Thanks.
@Kaoz42 Smax765
14) Zombie Figure untaps
15) <Sys> Auramancer (1 Mana left) casts Sliver's Strike on 2/2 Zombie Figure.
15.1) Zombie Figure gets +1/+1 and gains first strike
15.2) A newly #3 sliver token been created.
16) <Sys> Auramancer attacks #5 Stickwolf
16.1) #5 Stickwolf takes 3 damage
17) Zombie Figure attacks #1 Stickwolf
17.1) #4 Stickwolf takes 3 damage
18) #4 Stickwolf dies
19) #5 Stickwolf dies
19.1) Auramancer creates a tapped Zombie Figure
20) Ally returns back to main phase
What would you do during combat phase? Otherwise, you may cast anything during that or afterwards.
Battlefield:
ENEMY
Alpha Stickwolf (Colorless)
#1 Stickwolf (Red)
ALLY
#1 [+1/+1 and First strike] 2/2 Zombie Figure (<Sys> Sliver's Strike)
#2 [Tapped] 2/2 Zombie Figure
Auramancer has Sliver's Strike and Sliver's Infection