Does this work? Do Goblin-affecting spells affect these Goblin tokens? It
specifically says, treat these as 1/1 red creatures, although they're called
Goblin tokens. Can anyone supply an answer?
Thanks,
Hartalen Boarbow
"poena non est - dolorem meres."
-Daniel
*This .sig left intentionally blank*
I'd have to disagree...
What would happen if the card said:
1RR: Sacrifice two goblins and put three goblin tokens into play. Treat
these tokens as red, white and green Legends.
Would the tokens then be treated as "goblins"? No...
lieschj
Actually yes. They are "goblin tokens" so they would be red, white and
green Legendary token goblins. Although putting three of them into play
wouldn't make much sense, they would bury each other.
If a card says to put a Foo token into play, then the token counts as a Foo
in all respects. So your hypothetical card is, in fact, putting goblins
into play. We would probably not write this particular card, though, since
"legend" is supposed to be used in place of a normal creature type, and all
the tokens would just cause each other to be buried, since they would be
multiple legends entering play at once...
Tom Wylie rec.games.trading-cards.* Network Representative for
aa...@cats.ucsc.edu Wizards of the Coast, Inc.
You have a problem with spending 3 mana for a 1/1 non-flying red
non-artifact goblin? That's 3 times the cost of the exact same creature
(Mons Goblin Raiders is essintially the same creature.)
R.A.H. Elf of the redwoods, Sonoma Valley, Breakfast Cereal Country.
"Come on, Frankie...is that any way to "Pick" your friends!?"
(Any audience at the Rocky Horror Picture Show, right after Eddie gets it..)
So you would recommend increasing the casting cost of Mons Goblin raiders to
2R?
R.A.H. Elf of the redwoods, Sonoma Valley, Breakfast Cereal Country.
"From this day forth, all toilets in the kingdom will be called...Johns!"
- Patrick Stewart as King Richard in Mel Brooks' Robin Hood: Men in Tights.
Warrens is just the red version of Breeding pit, and Red doesn't have a BAD
MOON type card like Black, Blue, and White do. (Sure, there's Gauntlet of
Might, but getting ONE of those is nearly impossible while Crusade, Sunken
City, and Bad Moon are common as dirt by comparison. Red's "Horde" cards are
not nearly as prolific as the other colors (Look at all the "Saproling"
makers, for example! A green horde can outnumber goblin warrens any day.)
R.A.H. Elf of the redwoods, Sonoma Valley, Breakfast Cereal Country.
"Once you start down the dark path, forever will it dominate your
destiny!" - Yoda.
>Warrens is just the red version of Breeding pit, and Red doesn't have a BAD
>MOON type card like Black, Blue, and White do. (Sure, there's Gauntlet of
>Might, but getting ONE of those is nearly impossible while Crusade, Sunken
>City, and Bad Moon are common as dirt by comparison. Red's "Horde" cards are
>not nearly as prolific as the other colors (Look at all the "Saproling"
>makers, for example! A green horde can outnumber goblin warrens any day.)
The Warrens do have some advantages:
The tokens are affected by the Goblin King. +1/+1 and mountainwalk can be
really nice, especially in combination with blue for Phantasmal Terrain.
Black really needs the Bad Moon, because the Thrulls are 0/1
White can only get 4 creatures/spell
Blue has to sacrifice actual cards (as opposed to tokens, which have 0
casting cost.
Green has nothing at all to pump up their tokens, and require three turns per
token for a given card.
Red, on the other hand has several things that pump up goblins (which is
why it is so important that the warrens make goblins), can create a
number of goblins limited only by the amount of mana you have, and the
goblins themselves are useful, both in combat and as sacrifices to a
great number of things (chirirgeons, grenades, and back to the warrens,
as well as the regular things to do with cheap creatures).
All of the token generators are useful, and have their advantages, but I
prefer the warrens.
Not when I can sacrifice old ones as a fast effect after blockers are
declared but before damage is dealt (after tossing 'em up with kites
to block them nasty Shivans) to get three fresh ones.
Brian
: So you would recommend increasing the casting cost of Mons Goblin raiders to
: 2R?
: R.A.H. Elf of the redwoods, Sonoma Valley, Breakfast Cereal Country.
: "From this day forth, all toilets in the kingdom will be called...Johns!"
I don't get your point. If u think warran is too powerful, it should
be the cost of the warran that will be increased. How come a tiny goblin cost
2R ?
Lam the lazy bone ( a realy big one :)
The situation is as follows: I attack with a War Elephant (2/2 Trample Bands)
that has Blessing on it. The elephant is banded to a skeleton. My opponent
blocks with a 1/1 creature.
Now he claims that when two creatures band I no longer have trample ability with
the blessed war elephant. Thus he takes no damage. I claim I still have trample.
I power up the blessing and trample away. Further more (as long as blocking creature does not have banding), I get to decide where the damage is allocated; I would have
the skeleton do 1 pt to blocker and all of the War elephant's trample damage would
go into the wizard.
Sorry if this is in a FAQ.
Any responses would be greatly appreciated.
cheers Brad
Mmm - but they wouldn't have the same name, since the above doesn't give
them any name at all. Would that save them from being buried by the Legends
rulecard rule? Their *type* would be "Goblin, Legend" - but that's not their
name...
Dave "The Token With No Name walked into a bar..." DeLaney
--
\/David DeLaney d...@panacea.phys.utk.edu "It's not the pot that grows the flower
It's not the clock that slows the hour The definition's plain for anyone to see
Love is all it takes to make a family" - R&P. Disclaimer: IMHO; VRbeableURLAP/my
http://enigma.phys.utk.edu/~dbd/ - net.legends FAQ / I WUV you in all CAPS! --K.
>Green has nothing at all to pump up their tokens, and require three turns per
>token for a given card.
Actually, they have Fungal Bloom which costs GG to put a spore counter on
a fungus. So in addition to getting 1 counter per turn, they can spend
GGGGGG to buy: A saproling (thallid, elvish farmer), 1 point of damage
(thorn thallid), a fog (spore flower), a regenerate for a 6/3 Feral Thallid,
or +1/+2 on a thallid devourer.
Green's definitely paying quite a price, but they get a bigger variety
of things to do with that price.
Plus they can night soil out counters for 1 mana and eliminate 2 of the
opponent's dead creatures permanently.
The warrens definitely aren't useless, but thallids can bury you in nasty
green critters faster than they warrens. Not to mention that you have
to have 2 seed goblins to start the warrens. And there isn't a saproling
version of Tivadar's Crusade.
Creatures do not lose any abilities when they band, but neither do they
share abilities with other creatures in the band. War Elephant still
tramples, as would a first strike creature still first strike, etc.
Since Trample damage is always applied last (it's in the rulebook, but I
don't have it with me- trust me on this one), the 1/1 creature does its
damage first- killing the 1/1 creature blocking the band- and then the
trample damage takes effect, damaging the wizard.
Dave
The real advantage I see with the goblins over the thallids is that the
various supports for the Goblins are already available, whereas the
supports for the thallids are entirely new.
: cheers Brad
I wonder about this too, if you have an answer please mail me.
gc94...@gbar.dtu.dk
--
wWw wWWw
(o o) (OO)
-----------------ooO - Ooo-----------------mm\/mm-------------------------------
Do you catch dogs with a FidoNet????
Popular misconception that attacking creatures lose abilities (flight, for
example) that not all members of the band share. Attacking creatures do
not lose Trample, Flight, Forestwalk or First Strike or whatever just
because they are banded with someone who doesn't. The opponents creatures
*gain* the ability to block the band if they can block one member of the band.
So a forestwalking dryad banded with a pegasus cannot be blocked by a Grey
Ogre which neither flys nor has the ability to block forestwalkers, as both
abilities are retained by the attackers.
I've seen people make this mistake with the various evasions abilities, but
Trample ?????
+Mark+
A Gray Ogre does have the ability to block forest walkers, so the whole
band is blocked. Forestwalk simply allows the creature to be unblockable
if an oppenent has no forests. If the oppenent had a Gray Ogre and
a Forest in play, then the Gray Ogre would not be able to block the
forestwalking dryad unless the Oppenent remove forestwalking ability
from the dryad.
-Henry Ha- (I may be a beginnner, but at least I know my basic rules)
: A Gray Ogre does have the ability to block forest walkers, so the whole
^^^^
Not if its controler has a forest, it doesn't!
: band is blocked. Forestwalk simply allows the creature to be unblockable
: if an oppenent has no forests. If the oppenent had a Gray Ogre and
^^
Don't you mean if he DOES have forests?
: a Forest in play, then the Gray Ogre would not be able to block the
: forestwalking dryad unless the Oppenent remove forestwalking ability
: from the dryad.
Which is not easy to do....
R.A.H. Elf of the redwoods, Sonoma Valley, Breakfast Cereal Country.
People can be stupid, particularly if their stupidity leads to a rules
interpretation that favors them. Around here, most people think that
if the whole band doesn't First Strike, then none of it First Strikes.
It's stupid, but that's the way people are.
Just me.
--
Richard Kenan
Georgia Institute of Technology, Atlanta Georgia, 30332
uucp: ...!{allegra,amd,hplabs,ut-ngp}!gatech!prism!eefacdk
Internet: eef...@prism.gatech.edu