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War of the elements - FAQ

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  Quota Sector X Quota  RispondiRispondi Link diretto a questo post Topic: War of the elements - FAQ
    Postato: 02 Aprile 2011 alle 10:16
http://slowmail.com/cryptozoic/WoW_FAQ_S14_110331_Elements.pdf


Please post to this thread with any suggestions for improvements to the FAQ.
Please don't reply to this thread with rules questions not related to the FAQ.

Enjoy!
Ed.

--- Elements FAQ ---
War of the Elements™ Frequently Asked Questions
Updated March 31, 2011
Compiled by Edwin Teh, with contributions from Dave DeLaney, Jennifer Dery, and Simon Key

This set is legal for sanctioned Constructed play from April 26, 2011.

1. Rules updates
1.1 Talents
* From War of the Elements forward, new heroes will no longer have the Talent restriction, and Talents will now look like this:

Arcane Talent (You can’t put Fire Talents or Frost Talents in your deck.)

* Talents are neither keywords nor powers; they are text and deckbuilding restrictions.
* A deck can include cards of one talent, only if it contains no cards of any other talent.
* Heroes from previous sets with a printed Talent can include only that kind of Talent in their decks. Traitor heroes can’t include any Talents in their deck.
* Talents from previous sets will be considered to have this new Talent text, instead of their old “(Talent) Hero Required” text.

1.2 Totems
* From War of the Elements forward, all Totems will work the same way.
* All Totems are now “Ability Ally” and count as both card types.
- Cards that interact with abilities will treat Totems as abilities in all zones.
- Cards that interact with allies will treat Totems as allies in all zones.
* Most previous rules for Totems have been removed. The only rule for all Totems is:
- Totems can’t attack.
* Totems from previous sets will be considered to have “Ability Ally”, 0 ATK, and a damage type.

2. Specific cards
Agonizing Poison, 1, Rogue, Instant Ability—Assassination Poison
Attach to target hero or ally that was dealt combat damage by your hero this turn. <p> Ongoing: At the start of your turn, your hero deals 3 nature damage to attached character if its controller has four or fewer cards in his hand.

This triggered effect resolves before your draw step. Count cards in that player’s hand as it resolves.

Arcane Barrage, 3, Mage, Ability—Arcane
Arcane Talent (You can’t put Fire Talents or Frost Talents in your deck.) <p> This ability can’t be interrupted.
Your hero deals 4 arcane damage to target hero or ally. <p> You may play this ability from your graveyard. As you do, the next time it would enter a graveyard from anywhere, remove it from the game instead.

A link is interrupted if all of its targets have become illegal as it tries to resolve, even if it “can’t be interrupted.”

If you play this from your graveyard, it’s removed from the chain as it resolves or is interrupted.

Axe of Grounded Flame, 2, DkPaRoShWa, Equipment—1H Weapon—Axe, Melee (1), 1 ATK, 1 Strike
This weapon enters play with three +1 ATK counters.
On your turn: Remove a +1 ATK counter from this weapon >>> Target ally has Arcane, Fire, or Nature Resistance this turn.

You choose as this resolves, and so players can respond before you do.

Celestial Moonfire, 3, Druid, Instant Ability—Balance
Attach to target hero or ally, and your hero deals 2 arcane damage to it.
Ongoing: At the start of your turn, if this ability is in play, your hero deals 2 arcane damage to attached character.
On your turn: Exhaust an [Arcane] ally you control >>> Put this ability into its owner’s hand.

Your hero deals 2 damage only if this is in play continuously from the start of your turn until its triggered effect resolves. If the attached character is fatally damaged this way, there’s no opportunity to return this to hand before that character and this are destroyed.

Crown of Chelonian Freedom, 4, DkPaWa, Equipment—Armor—Plate, Head (1), 1 DEF
When this armor enters play, put X +1 [DEF] counters on it, where X is the cost of a non-[Horde], non-[Alliance] ally you control.
This armor can prevent damage to non-[Horde], non-[Alliance] allies you control.

This can only prevent damage from a single packet as usual but, unusually, it can be a packet that would deal damage to a non-[Horde], non-[Alliance] ally in your party. It can also prevent damage that would be dealt to your hero as usual

Darkmoon Card: Volcano, 7, DrMaPrShLo, Equipment—Item, Trinket (2)
At the start of your turn, you win the game if there are no cards in your deck
Stash: Target player puts the top two cards of his deck into his graveyard.

This triggered effect resolves before your draw step. Count cards in your deck as it resolves.

Dauntless Defender, 1, Warrior, Instant Ability—Protection
Target ally has Protector this turn. It also has +4 ATK while defending this turn. (It may exhaust to become the defender when an opposing hero or ally attacks.)

This has received errata. The bold text above updates the printed text.

Death Strike, 2, Death Knight, Instant Ability—Blood
Your hero deals 2 melee damage to target ally, plus an additional 2 if you control a weapon, plus an additional 2 if you control a Disease. Then, your hero heals 1 damage from itself for each damage dealt this way.

This deals a single packet of damage to the target. The size of that packet is increased by 2 if you control one or more weapons, and an additional 2 if you control one or more Diseases.

Draconic Flames, 5, Mage, Ability—Fire
Target a hero or ally, and you may target an additional character for each Dragonkin you control. Your hero deals 5 fire damage to each target.

The number of targets is locked in as you play this. Removing Dragonkin in response has no impact.

Dread Touch, 3, Warlock, Ability—Affliction
Put target opposing ally into its owner’s hand. Then, that player discards a card.

If the target can’t leave play, it’s owner must still discard a card.

Fel Flame, 2, Warlock, Ability—Destruction
Ongoing: When this ability enters play, your hero deals 2 unpreventable shadowfire damage to target hero or ally.
(2) >>> [Shadow] and [Fire] cards you control have +1 ATK this turn.

Shadowfire damage counts as both shadow and fire damage.

Frozen Blight, 3, Death Knight, Ability—Frost Disease
Attach to target hero. <p> Ongoing: At the start of your turn, your hero deals 1 frost damage to attached hero. The controller of a hero dealt damage this way can’t play abilities this turn.

Players can play instant abilities in response to this triggered effect. Ability is a card type. Using a power is not playing an ability.

Intensify, 3, MaLo, Instant Ability—Fire Destruction
The next time target friendly hero or ally would deal any type of damage this turn, it deals double that much fire damage instead.

If a link resolves to create multiple packets of damage dealt by that character in the presence of this modifier, then all of those packets are considered to be “the next time” and are replaced. If two copies of this resolves with the same target, the next damage that it would deal is quadrupled, and so on.

Kalecgos, 21, Master Hero—Blue Dragonkin Aspect, 1 [Arcane] / 38 Health
You pay (3) less to play Kalecgos for each ability you played this turn.
When you play a non-Ongoing ability, copy it. (You may choose new targets for the copy.)

The duplicate is added to the chain, and is not “played”. It copies the original’s name, play cost, type, tags, text, and current target, as well as all other choices that have been made for it, including modes, costs, and the value of X. If a duplicate refers to actions taken to pay its cost(s), it’s referring to the actions taken to pay the original’s cost(s). Any other self-references on the duplicate refer to itself rather than the original. Before adding a duplicate to the chain, you may choose new legal targets for it, or leave any of its current targets unchaged, even if they are no longer legal.

Master heroes start the game in a deck. A deck can include a Master hero with a certain name only if it contains no Master heroes with any other name. A Master hero enters a party face up with the same attachments, counters, damage, and ready/exhausted state as that party’s previous hero, and then that previous hero is removed from the game. A Master hero can’t be flipped or turned face down, and a hero removed from the game this way can’t leave that RFG zone. Any links targeting that previous hero now target the Master hero, and any modifiers to that previous hero now apply to the Master hero within their durations.

Kark Baneblood, 6, Horde, Ally—Orc Death Knight, 5 [Frost] / 4 Health
When this ally enters play, you may destroy another ability, ally, or equipment you control. If you do, put target equipment on the bottom of its owner’s deck.

If you target an equipment you control, then choose to destroy it as this triggered effect resolves, it enters its owner’s graveyard and is not put on the bottom of his deck.

Leap of Faith, 2, Priest, Instant Ability—Holy
Remove target ability, ally, or equipment you own from the game. Then, put it into play under your control. (It enters play ready and undamaged.)

All counters and damage are removed from a card as it changes zones, its attachments are destroyed, it becomes an illegal target for any links targeting it, and it’s removed from combat. It enters play ready, undamaged, and you control it until it leaves play.

Lightningflash, 4, Hunter, Equipment—Weapon—Gun, Ranged (1), 3 ATK, 2 Strike
Long-Range (When you strike with this weapon on your turn, defenders deal no combat damage to the attacker.) <p> Ranged Dual Wield (You can control a second Ranged weapon. You can strike with a second Ranged weapon during the same combat.)

The controller of a hero with Ranged Dual Wield can have two Ranged weapons without violating uniqueness, and can strike with two Ranged weapons per combat. If a player strikes with two weapons in the same combat, both those weapons are associated with his hero for that combat, and the combat damage is dealt with both of those weapons.

The controller of a hero with (normal) Dual Wield can strike with two Melee weapons per combat. The controller of a hero with both powers can strike with two Melee or Ranged weapons per combat, but can’t strike with both a Melee weapon and a Ranged weapon during the same combat.

Malfurion Stormrage, 8, Ally—Night Elf Archdruid, Malfurion (1), 3 [Nature] / 8 Health
Protector, Stealth, Untargetable <p> At the start of your turn, you may put target ally with cost less than or equal to the number of resources you control from your graveyard into play.

An Archdruid is a Druid.

Nozdormu the Timeless, 25, Master Hero—Bronze Dragonkin Aspect, 1 [Melee] / 35 Health
You may pay up to (X) less to play Nozdormu, where X is the combined cost of cards you control.
When your hero becomes Nozdormu, if you control no ready resources, target player skips his next turn.

This power triggers only when Nozdormu enters play while your hero is not named Nozdormu. To skip a turn is to replace that turn with nothing. If two modifiers each tell a player to skip his next turn, that player skips his next two turns, and so on.

Master heroes start the game in a deck. A deck can include a Master hero with a certain name only if it contains no Master heroes with any other name. A Master hero enters a party face up with the same attachments, counters, damage, and ready/exhausted state as that party’s previous hero, and then that previous hero is removed from the game. A Master hero can’t be flipped or turned face down, and a hero removed from the game this way can’t leave that RFG zone. Any links targeting that previous hero now target the Master hero, and any modifiers to that previous hero now apply to the Master hero within their durations.

Outbreak, 4, Death Knight, Ability—Unholy
Opposing allies have -X / -X this turn, where X is the cost of a Disease you control.

X is locked in as this resolves.

Peerless Guard, 1, Warrior, Instant Ability—Protection
The next time combat damage would be dealt to target defending ally you control this turn, it’s dealt to your hero instead. Draw a card.

You draw a card as this resolves.

Rend and Tear, 4, Druid, Instant Ability—Feral Cat Form, Form (1)
Feral Talent (You can’t put Balance Talents or Restoration Talents in your deck.)
Ongoing: When this ability enters play, your hero deals 1 melee damage to each of up to three target opposing heroes and/or allies. <p> Your hero has Assault 2 for each damaged opposing character.

This has received errata. The bold text above updates the printed text.

Shadow Dance, 3, Rogue, Ability—Subtlety
Subtlety Talent (You can’t put Assassination Talents or Combat Talents in your deck.) <p> Your hero has Assault 2 and Stealth this turn. <p> Ongoing: When you play a [Rogue] ability, your hero has Assault 2 and Stealth this turn.

Playing this doesn’t trigger its own power.

Shield of the Righteous, 3, Paladin, Instant Ability—Protection
Protection Talent (You can’t put Holy Talents or Retribution Talents in your deck.) <p> Your hero deals X unpreventable holy damage to target hero or ally and has Assault X this turn, where X is the [DEF] of a Shield you control.

X is locked in as this resolves.

Soridormi, 6, Ally—Bronze Dragonkin Consort, Soridormi (1), 5 [Arcane] / 6 Health
(1) >>>Target ally you control has Protector, Elusive, Stealth, or Untargetable this turn.

You choose as this resolves, and so players can respond before you do.

Starburst, 4, Druid, Ability—Balance
Your hero deals 3 arcane damage to target hero or ally. Then, you may put this ability into your resource row face down and exhausted.

As this resolves, If you chose to, it enters your resource row directly from the chain. Otherwise, it enters your graveyard as usual.

Trickster’s Gambit, 3, Rogue, Instant Ability—Subtlety
The next time damage would be dealt to your hero this turn, it’s dealt to another target hero or ally instead.

The target is chosen as you play this. If that character hasn’t remained in play continously after this resolves and the next time your hero would be dealt damage, that damage is not dealt. If a link resolves dealing multiple packets of damage to your hero in the presence of this modifier, then all of those packets are considered to be “the next time” and are redirected.

Tyrygosa, 6, Ally—Blue Dragonkin Consort, Tyrygosa (1), 3 [Arcane] / 8 Health
At the start of your turn, reveal the top card of your deck. If it’s an ability, you can play it immediately without paying its cost. (If it has X in its cost, X is 0.)

You may play it immediately even if it’s not instant. Playing an ability from your deck zone is otherwise the same as doing so from your hand. For example, any additional costs must still be paid and any restrictions must still be observed. Playing an ability without paying its cost is an alternate cost, so you can’t choose any other alternate cost it might have (nor can you choose to pay its resource cost). If it’s not an ability, or if you don’t play it, it stays on the top of your deck and goes back to being unrevealed.

Unleash Elements, 3, Shaman, Ability—Enhancement
Put a copy of each token ally you control into play.

This puts ally tokens into play each with printed information identical to that of the original.

War Party Hitching Post, 1, DkDrHuMaPaPrRoShLoWa, Equipment—Item
You can control any number of Mounts.

Losing control of this while you have more than one Mount causes a uniqueness violation.

Players may have both War Party Hitching Post (Elements Loot-2L) and Landro’s Hitching Post (Elements-189R) in a deck, but no more than 4 in total, as usual.

Wild Hammer, 7, Warrior, Equipment—2H Weapon—Mace, Melee (1), 7 ATK, 7 Strike
Fury Talent (You can’t put Arms Talents or Protection Talents in your deck.) <p> Your hero has Two-Handed Dual Wield.
While you control no ready resources, you pay (7) less to strike with Two-Handed weapons.

The controller of a hero with Dual Wield or Two-Handed Dual Wield can strike with two Melee weapons per combat. In addition, that player can have certain combinations of equipment that would normally violate uniqueness without violating uniqueness:

Dual wield: 1H + 1H Melee weapon

2H Dual wield: 1H + 1H Melee weapon
2H Dual wield: 1H + 2H Melee weapon
2H Dual wield: 2H + 2H Melee weapon
2H Dual wield: Offhand + 2H Melee weapon

In each case, adding another Melee weapon or Off-Hand equipment causes a uniqueness violation, which must be repaired by destroying one of the violating equipment.

Zimzi the Trickster, Horde, Hero—Goblin Rogue, 27 Health
[Front]: (2) >>> Flip Zimzi.
[Back]: Zimzi and allies you control with Stealth also have Assault 1.

Zimzi also has Assault 1 only while he has Stealth.
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  Quota Sector X Quota  RispondiRispondi Link diretto a questo post Postato: 02 Aprile 2011 alle 10:18
Vi faccio notare alcuni testi di nuove carte non ancora spoilerate ed il nuovo malfurion! °°
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