Here's something a can't find an answer to online and don't dare try during a game. Take the Ring of Thune for example (At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's white.) If it has built up enough counters on a creature I get to the point where I'd like to build up another creature. If I move the ring to the second creature does the first creature lose all of those counters?
Strange. Are you sure? I'm almost positive I have cards like Fog Bank from a deck I owned in the late 90s. Same with a few other cards. Unless WotC recycles the general feel of a card into a new deck.
It does not lose all of the counters. The Equipment is giving the creature the ability to generate these counters; the counters are on the creature, not the Equipment. Once the Equipment moves, the creature loses the ability to generate more, but keeps the ones it already received. Great question! Hope that helps with your strategies.
I know that in the white deck I'm playing right now (Peacekeepers), there are several cards from the last few expansion blocks. For example, I have Accorder Paladin (from the Mirrodin Beseiged expansion set), Fiend Hunter (from the Mirrodin Beseiged expansion set), and Elgaud Inquisitor (from the Dark Ascension expansion set). That's not to say these cards are definitely not in M13 because they originated in expansion sets -- there have been plenty of cards that have made their way into Core Sets before (Oblivion Ring, for example, started in the Lorwyn expansion set and was reprinted in M12), and these would be some great ones to add. Since they've been printed in their expansions so recently, however, I'm not so sure they'll be in M13 -- especially the ones from the Innistrad block, since those are still heavily in tournament use. Hope that helps!
Yeah, I noticed the classic Counterspell too! I thought it was neat how all sorts of cards were present in this game -- having never owned a DotP game before, I thought it was going to be exclusively the new Core Set. Which would have been fun too, but getting to play with all sorts of different abilities and never really knowing what's coming next in Campaign Mode has been a blast.
Noob needs a little help At first this game seems totally daunting but after winning the first two campaigns without loss of life I feel I can get into it. Love fantasy and the graphics are amazing. First what do the numbers above your opponent mean. Eg 6/52? Also what is the reason for two Mains in a turn? What I mean is why would you for example play a land card in the second Main as opposed to playing it in the first Main? In this free version do my opponents have random sets of cards and are they better than mine? If I buy the full version and get more card sets can you mix-and-match them to make a set and what's the maximum size of a set of cards you can play with? Many thanks in advance
Oh good. I am not going insane. I will be going through the cards we have saved, see if I can match them up Anyone know if my good old fav "Lord of the Pit" is there??
Oh man. I thought, for easily 12 or 13 years now, that my LOTP card was actually worth money. I just looked, compared the text and marking and realized that my card is worth all of $0.75. To say I am sad is an understatement.
- cards in hand/cards left in deck - many reasons - they have the same deck each time, but it is shuffled each time, apart from the encounter decks, which are stacked. Some cards are the same as yours, some are different. I wouldn't use the word 'better', just different - you can unlock more cards in the full version (I think it's limited to unlocking a certain amount per deck in the free version?). You (usually) want to keep the deck size as small as possible, to increase the chance of you drawing a particular card
Also what is the reason for two Mains in a turn? What I mean is why would you for example play a land card in the second Main as opposed to playing it in the first Main? As the previous post said there are many reasons but let me give you an example. You're playing a red deck ,you got a creauture with haste in you're hand and excactly that amount of mana to play it. Also you got 1 mountain and shock in your hand. You hope that opponent blocks with a creature he's got lying,it would kill your creature with haste but would leave his creature with 2 toughness left. So everything went as you hoped,in the second main phase you play your land cast shock on target creature and bam ,he's dead. This is a ofcourse a very simple example but there are countless reasons for a second main phase.
I'm at work and want to play Magic on my iphone...so I come to these forums instead hoping to read something awesome.
On magic cards the symbol under the picture is the series/rarity indicator. D13 is the core deck 2013. Often it's a small image like gears, a cloud and thunderbolt, etc. If the symbol is black the card is a common Silver = uncommon Gold = rare
Ok, you guys want to play a wacky game? Go to custom games, choose free for all, and set all four players to the dream puppets (jace) deck. Massive card shedding will ensue!
So I finished the campaign on the noob level because, well, I'm a complete noob. So I ramped up the difficulty to the medium level, won the first challenge and both encounters but am currently getting my ass kicked by Garruk. But having a lot of fun with the game in general. Best $10 I've spent in a long time.
regarding the first challenge and this may be mentioned elsewhere i find it interesting that there is more than one solution. I did it this way: before AI attacks use fling sacrificing your goblin piker to destroy the small spider deadly recluse. then the AI will only attack with stampeding rhino. I assumed that it chooses not to attack with the sentinel spider as it is holding it to block. however it has vigilance so not totally sure why it would hold back. anyway just allow the rhino to attack. play the mountain card, use arc of treason to gain control of sentinal spider and use dragon hatchlings ability 4 times to make it a 4/1 creature. now attack with your reckless brute 3/1, dragon hatchling 4/1 and sentinel spider 4/4.
can someone help me with these 2 questions: (1) the advertisement reads "... for those already skilled in slinging spells, the option to choose what lands to tap when you cast your spells." ... but I can't figure out how to choose which lands to tap. very important in a dual color deck. Is there some kind of swiping or something to turn on/off in the options? (2) Nefarox had the ability to pump his creatures whenever he attacked me. But I can't find any enchantment (and no trigger/kicker/mana abilities on any of the creatures) that allows him to do that. Is this something that's unique to this Comp-opponent, or am I missing something? thanks.