ADDITIONAL RULES NOTE! The "Recover 5" on Innervate Agility, Innervate Fury, and Innervate Knowledge is ALSO A COST! If you do not have 5 Damage counters to remove, you cannot play the card. This is critical to know, and my apologies for not explicitly mentioning it in the video! I'm seeing additional questions about this, so let me try to clarify why this is how it is: Usually, when you see Recover N, it's as an effect on the card, such as the Recover 3 on Luxem Sight. When you resolve an effect, as long as you have any legal targets, you otherwise "do as much as you can", which means that if you have only 2 damage counters on your champion when you reveal Luxem Sight, you would attempt to Recover 3 and remove the 2 damage counters you have. The Innervate cards all have "As an additional cost to activate this, delevel your Champion and Recover 5". When something has "an additional cost" (or when something is the "cost" to activate an ability), the cost must be FULLY paid in order to activate that card or ability. In other words, the Innervate cards all say, translated: "In order to activate this card, you must delevel your champion and remove 5 damage counters from your champion." The fact that it's a COST and not an EFFECT is why you must have 5 damage counters marked in order to activate them! Again, my sincerest apologies for not taking more time to clarify this in the video! Hope that helps everyone out and please reach out if you are still confused!
I wonder if your champ goes down in lineage for example from LV3 to LV2, if you would have no additional level counters stacking to pay for a card for example Innervate Fury?.. And to furthermore clarify what is being referred as 'damage counters' would that refer to 'enlighten counters' ?? What Innervate Fury removes/recovers 5 from, is not specified on the card.. The card Morgan Soul Guide creates confusion about recover, since as 'class bonus' you may 'glimpse 1' (considered to be a benefit) but if you don`t 'recover 1' (considered a downside) in that case recover 1 can be considered a punishment if you forgot to glimpse, is that the idea behind it?! My native language is not English, so excuse me for asking so much questions XD
How about Spark Fairy talking about confusion? Does it do damage to friendly or opponent allies, can be hard to decipher.. And just to add two cents more, I am noticing the assassins' deck' slowly come to existence after pulling some cards, I figured that there are many cards that utilize the 'stealth' effect but there seems not enough 'true sight' out there to counter them, how is the balance? May I also ask for what would make a great video, in depth showcasing all mechanics on GA cards so far, with maybe an example play for each, to really help get rid of any card text confusions.. Would be great to have a time stamped video for each mechanic, I am sure that will get allot of evergreen replayability =)
Great idea on the mechanics video, that's something I've been thinking about a bit. I might just work on that one! Spark Fairy wasn't included here because it was from DOA - but Spark Fairy adds that effect to whichever card you target, so if the opponent controls the card that Spark Fairy adds the effect to, that object will deal its controller 1 damage each turn (i.e. your opponent). You could target your own card if you wanted to take the damage, for some reason, but that would be a pretty weird thing to do! As far as balance, yes, there's quite a nice balance right now. True Sight effects are common enough with Lorraine pulling Sword of Seeking quite commonly, as well as the Eye of Argus always being an option to include in your Material deck (this was a huge tech choice from the team that swept Ascent Houston with their Wind Allies Lorraine deck!). Beyond that - Stealth only prevents ATTACKS, so most decks have cards that can deal with Stealth Allies like Focused Flames, Incendiary Fractal, Freezing Hail, Zephyr, Displace, etc!
@@MaindeckGames I would like to ask some more questions that are somewhat in depth, but could also add into the mechanic video that is being considered.. Can we instantly use materialization card in the materialize phase? for example; -Would it make sense NOT being able to Grand Crusader Ring 'draw card' ability before the main phase, since it could then immediately be used to pay for more memory in the main phase setup.. For example activate the GCR ability only in the end/combat phase, instead of the material phase, making it part of the main phase setup.. (all materialization cards are 'slow' unless stated otherwise, for example if ability is 'on enter') So if you pop GCR 'draw card' in the end/combat phase, you have something to think about for the next turn.. The whole game goes, first awaken, then setup main phase before cards attack and or resolve, right?!.. Going straight from materialization directly to banish zone also looks less classy and goes against the basic phase principals, it might also look better if such premium cards first get some board time to shine.. (300% IQ?) -Are enlighten counters just nothing more than something to side track with dice, to pay for other card ability cost for example pay for 'recover' X ?! (meaning 'remove' X) -Furthermore are enlighten counters considered to be damage counters or is that separate currency? Some cards seem to have something like remove damage counter? -And about put 2+LV enlighten counters on champion, does that 'LV' refer to champion evolve level or the separate artificial level counters and or both added up?! o.0.. - Do buff counters always add attack and health on the card or only one of these two? (if not specified) - After Nullifying Lantern is in place, is then only the graveyard effected? Wondering if cards that go from graveyard to banish zone or directly to banish zone, still keep there own element? (while the Lantern is active) - Can you still look at your cards placed into memory and or even shuffle those cards before recollecting?! (I assume not since they are called memory cards) I believe at some point most beginners could run into questions like these, it would be awesome if those can be answered to clear confusions.. If you want I can also give a few pointers I had to learn about from a beginner perspective that were not obvious to begin with, I eventually was able to figure out, but could still add value to a dedicated video..
Is that an official ruling on Intrepid Spearman? If that is the ruling, then this is why I think game devs start to get really cute and think they’re clever. The key is “would have been.” The first attack on spearman, where damage would have been dealt but for revealing a wind card. If there is a second attack, and there is a check, the question is “is this the first time damage would have been dealt?” The answer is “no,” it is there second time damage would have been dealt, because the first time it “would have been dealt,” you revealed a wind card.
Yes, this is the official ruling. While I completely understand your read of it, in this case the "if X WOULD happen" is indicating a Replacement Effect. A Replacement Effect - like in many other TCGs - is an effect that replaces one instance of something happening with another. For Intrepid Spearman, it replaces an instance of taking damage with prevention of 3 of that damage. If that entirely replaces the damage (the damage was going to be 3 or less), then no instance of taking damage has occurred yet. The game only sees that, so far, Intrepid Spearman has had damage prevented, because what was going to be Damage before was entirely replaced by it. It's obviously a really weird set of wording and, as I said, I completely understand your explanation as well. It comes down to the semantics of the rules text, and how WotS wants the rules to be read to be consistent!
Thank you for the response maindeck. My argument is certainly not intended for you, but the language on the card simply doesn’t express the scenario in the rules. It doesn’t. I don’t even have an issue with the intended effect, but the language should and has been used in other TCG’s such as “Whenever this ally would take damage [insert replacement effect].” This more clearly expresses that you can use the replacement effect ANY time it would take damage, not just the first time. Otherwise, there is no need to use the term first. On the issue of not having an issue with the intended effect, I certainly don’t see anything with Intrepid Spearman that would make me want it to stay on the battlefield. It would be a great card if it had a static effect, such as “on your end step, draw a card.” Then having the ability to shield it with the intended effect would make more sense.
@@MaindeckGames I heard the card will get an emergency errata because of this wording. So the new version would be... [Level 1+] If attack damage would be dealt to Intrepid Spearman, reveal a card at random from your memory. If that card is wind element, prevent 3 of that damage. Apply this replacement effect only once per turn.
@@mist666999 This is correct! I'll have a video out sometime very soon covering the errata so I don't have only inaccurate info about it on the channel!
ADDITIONAL RULES NOTE!
The "Recover 5" on Innervate Agility, Innervate Fury, and Innervate Knowledge is ALSO A COST! If you do not have 5 Damage counters to remove, you cannot play the card. This is critical to know, and my apologies for not explicitly mentioning it in the video!
I'm seeing additional questions about this, so let me try to clarify why this is how it is:
Usually, when you see Recover N, it's as an effect on the card, such as the Recover 3 on Luxem Sight. When you resolve an effect, as long as you have any legal targets, you otherwise "do as much as you can", which means that if you have only 2 damage counters on your champion when you reveal Luxem Sight, you would attempt to Recover 3 and remove the 2 damage counters you have.
The Innervate cards all have "As an additional cost to activate this, delevel your Champion and Recover 5". When something has "an additional cost" (or when something is the "cost" to activate an ability), the cost must be FULLY paid in order to activate that card or ability. In other words, the Innervate cards all say, translated: "In order to activate this card, you must delevel your champion and remove 5 damage counters from your champion."
The fact that it's a COST and not an EFFECT is why you must have 5 damage counters marked in order to activate them!
Again, my sincerest apologies for not taking more time to clarify this in the video! Hope that helps everyone out and please reach out if you are still confused!
I wonder if your champ goes down in lineage for example from LV3 to LV2, if you would have no additional level counters stacking to pay for a card for example Innervate Fury?.. And to furthermore clarify what is being referred as 'damage counters' would that refer to 'enlighten counters' ?? What Innervate Fury removes/recovers 5 from, is not specified on the card.. The card Morgan Soul Guide creates confusion about recover, since as 'class bonus' you may 'glimpse 1' (considered to be a benefit) but if you don`t 'recover 1' (considered a downside) in that case recover 1 can be considered a punishment if you forgot to glimpse, is that the idea behind it?! My native language is not English, so excuse me for asking so much questions XD
I've been devouring spoilers for FTC and I did NOT realize that Incarnate Majesty was a Mage spell... Thanks for this
YESS that's why I made the vid, perfect!! Happy to help!
How about Spark Fairy talking about confusion? Does it do damage to friendly or opponent allies, can be hard to decipher.. And just to add two cents more, I am noticing the assassins' deck' slowly come to existence after pulling some cards, I figured that there are many cards that utilize the 'stealth' effect but there seems not enough 'true sight' out there to counter them, how is the balance? May I also ask for what would make a great video, in depth showcasing all mechanics on GA cards so far, with maybe an example play for each, to really help get rid of any card text confusions.. Would be great to have a time stamped video for each mechanic, I am sure that will get allot of evergreen replayability =)
Great idea on the mechanics video, that's something I've been thinking about a bit. I might just work on that one!
Spark Fairy wasn't included here because it was from DOA - but Spark Fairy adds that effect to whichever card you target, so if the opponent controls the card that Spark Fairy adds the effect to, that object will deal its controller 1 damage each turn (i.e. your opponent). You could target your own card if you wanted to take the damage, for some reason, but that would be a pretty weird thing to do!
As far as balance, yes, there's quite a nice balance right now. True Sight effects are common enough with Lorraine pulling Sword of Seeking quite commonly, as well as the Eye of Argus always being an option to include in your Material deck (this was a huge tech choice from the team that swept Ascent Houston with their Wind Allies Lorraine deck!). Beyond that - Stealth only prevents ATTACKS, so most decks have cards that can deal with Stealth Allies like Focused Flames, Incendiary Fractal, Freezing Hail, Zephyr, Displace, etc!
@@MaindeckGames Awesome thank you!
@@MaindeckGames I would like to ask some more questions that are somewhat in depth, but could also add into the mechanic video that is being considered..
Can we instantly use materialization card in the materialize phase? for example;
-Would it make sense NOT being able to Grand Crusader Ring 'draw card' ability before the main phase, since it could then immediately be used to pay for more memory in the main phase setup.. For example activate the GCR ability only in the end/combat phase, instead of the material phase, making it part of the main phase setup.. (all materialization cards are 'slow' unless stated otherwise, for example if ability is 'on enter') So if you pop GCR 'draw card' in the end/combat phase, you have something to think about for the next turn.. The whole game goes, first awaken, then setup main phase before cards attack and or resolve, right?!.. Going straight from materialization directly to banish zone also looks less classy and goes against the basic phase principals, it might also look better if such premium cards first get some board time to shine.. (300% IQ?)
-Are enlighten counters just nothing more than something to side track with dice, to pay for other card ability cost for example pay for 'recover' X ?! (meaning 'remove' X)
-Furthermore are enlighten counters considered to be damage counters or is that separate currency? Some cards seem to have something like remove damage counter?
-And about put 2+LV enlighten counters on champion, does that 'LV' refer to champion evolve level or the separate artificial level counters and or both added up?! o.0..
- Do buff counters always add attack and health on the card or only one of these two? (if not specified)
- After Nullifying Lantern is in place, is then only the graveyard effected? Wondering if cards that go from graveyard to banish zone or directly to banish zone, still keep there own element? (while the Lantern is active)
- Can you still look at your cards placed into memory and or even shuffle those cards before recollecting?! (I assume not since they are called memory cards)
I believe at some point most beginners could run into questions like these, it would be awesome if those can be answered to clear confusions.. If you want I can also give a few pointers I had to learn about from a beginner perspective that were not obvious to begin with, I eventually was able to figure out, but could still add value to a dedicated video..
super helpful video
Glad you thought so!
Is that an official ruling on Intrepid Spearman? If that is the ruling, then this is why I think game devs start to get really cute and think they’re clever. The key is “would have been.” The first attack on spearman, where damage would have been dealt but for revealing a wind card. If there is a second attack, and there is a check, the question is “is this the first time damage would have been dealt?” The answer is “no,” it is there second time damage would have been dealt, because the first time it “would have been dealt,” you revealed a wind card.
It is an official ruling
Yes, this is the official ruling. While I completely understand your read of it, in this case the "if X WOULD happen" is indicating a Replacement Effect. A Replacement Effect - like in many other TCGs - is an effect that replaces one instance of something happening with another. For Intrepid Spearman, it replaces an instance of taking damage with prevention of 3 of that damage. If that entirely replaces the damage (the damage was going to be 3 or less), then no instance of taking damage has occurred yet. The game only sees that, so far, Intrepid Spearman has had damage prevented, because what was going to be Damage before was entirely replaced by it.
It's obviously a really weird set of wording and, as I said, I completely understand your explanation as well. It comes down to the semantics of the rules text, and how WotS wants the rules to be read to be consistent!
Thank you for the response maindeck. My argument is certainly not intended for you, but the language on the card simply doesn’t express the scenario in the rules. It doesn’t.
I don’t even have an issue with the intended effect, but the language should and has been used in other TCG’s such as “Whenever this ally would take damage [insert replacement effect].” This more clearly expresses that you can use the replacement effect ANY time it would take damage, not just the first time. Otherwise, there is no need to use the term first.
On the issue of not having an issue with the intended effect, I certainly don’t see anything with Intrepid Spearman that would make me want it to stay on the battlefield. It would be a great card if it had a static effect, such as “on your end step, draw a card.” Then having the ability to shield it with the intended effect would make more sense.
@@MaindeckGames I heard the card will get an emergency errata because of this wording. So the new version would be...
[Level 1+] If attack damage would be dealt to Intrepid Spearman, reveal a card at random from your memory. If that card is wind element, prevent 3 of that damage. Apply this replacement effect only once per turn.
@@mist666999 This is correct! I'll have a video out sometime very soon covering the errata so I don't have only inaccurate info about it on the channel!