I usually have one in deck and one in sideboard, that's true.
Not broken for drakes/undead maybe, but for men/orcs?
This is because, after a lot of playtesting, I decided that TNaA was simply not strong enough. First of all, it takes a good amount of time to even SB in the needed cards to the discard pile (one Nazgul, 2 HL; make sure he doesn't pop your Nazgul in the interim), then you need another Nazgul in hand for the attack, which means you must be packing a lot of Nazgul in your deck (for draw and to avoid duplication with opponent), and such decks with so many Nazgul are already better suited to a more efficient “drop and draw” strategy. Second, Nazgul attacks are SO rare, and to make them more playable you need a card like Fell-Beast stacked, then perhaps a thematic enhancer or two, but most of these won’t be playable because they are too situation-specific (Black Breath, for instance). Plus, the opponent can Marvels Told your TNaA in response to the Fell-Beast, effectively cancelling the Nazgul attack! I found that allowing only 3 cards meant you really just wanted cards that were more “efficient”, rather than potentially fun, such as a Fell-beast, a Morgul knife, and maybe another TNaA. But allowing 4 cards gives a player more creative options for the Nazgul. Let me repeat this: it does NOT make the Nazgul more playable. It simply allows for more creative options. Finally, the Dragon hazard helper card is simply much, much more powerful. This makes the Nazgul card a little more on par.>One that note - I wanted to check the reason for the difference in wording between Half and Eye Open and TNaA? The former takes 3 from discard. The latter 4 from discard or sideboard which is infinitely more powerful.
That’s an interesting idea, Jambo. I like the theme and playability of it. But I guess it means an FW would not have a chance at the Fate roll until he got out the card that granted full MPS for his palantirs though, right? Hmm…>>The Fate of the Ithil Stone seemed better balanced with a cc@6 for my Wizard followed by a roll of 5 to succeed. I was thinking maybe the roll to succeed should have been modified by the MPs of Palantir you have in play rather than an arbitrary 3 for each. Then the Greater Item Palantiri with 3 CPs would be better than the 2 MP Palantir or Orthanc or Minas Tirith which only impart 2 CPs. Minion players, particularly those playing as Sauron or The Lidless Eye might be well advised to pack a Palantir or two. Smile
I don’t mind adding this restriction clause. Btw, I meant that the card should read “that nazgul cannot be played as an event this movement/hazard phase.”>>Regards Words of Power and Terror, I think the restriction on having to have Nazgul in hand and also not being able to play it same m/h phase is excellent. It's potentially a very powerful card when used with TNaA.
Well, here what the digest (#45) which last ruled on Summons from long Sleep said:Jambo wrote:One way to check regarding whether this is possible or not, is by what happens when a creature is played from under Summons from Long Sleep, and a MT is played on the SflS in response to the creature?
So I presume the same applies (although the part about a creature not being able to be played in response is not applicable). Therefore, there will be no 'fizzling' of cards played from underneath TNaA.I don't seem to have the initial question that was posted to the list, but we are reversing Brian Wong's ruling that playing Marvels Told in response to playing a creature off of Summons from Long Sleep will discard the creature and Summons. In particular:
1) You can play Marvels Told on a Summons from Long Sleep in response to a creature being played from it (before the creature has resolved), to discard the Summons. The creature still attacks, but without the +2 bonus.
2) You can play Marvels Told on a Summons from Long Sleep (with or without a creature on it) and it will be removed from play. This assumes that the Marvels Told starts the chain of effects. Note that a creature played on Summons from Long Sleep cannot be played in response because creatures have to start a chain of effects.
Virtual Lost in dark domains can cancel it lolFrodo wrote:I’m not so sure it’s a strong combo for one big reason: normally, TTTP cannot be cancelled. However, a player need only play Marvels Told on the TNAA in response to TTTP being played, and now TTTP fizzles. This really hurts the viability of TTTP.
it means: no more updates...Jambo wrote:Brian's planning to take down the files server - what does that mean?
i was planning to make oneJambo wrote:Indur should have that wording, yes. Damn. I wonder if someone will come up with a Indur follower deck that utilises this loophole...