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Apr 19, 2007 - For example, if Akiza Champion's Twin of Akiza Guardian ability is activated without an ..... Creatures are moved in groups, and within each group the creatures are moved .... must be entering and leaving the same two zones.
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Chrysotic Plague FAQ - Updated 4/19/07 - Wizards Community

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General Notes Exchanging miniatures Multiple abilities can exchange multiple miniatures, either between cells in play or between zones. {oB}: Mutation 6 — You may exchange this creature with target creature in your reserves with spawn cost {o6} or less. Note that this information only applies to abilities that explicitly use the word "exchange." This includes the Swap ability from the base set and any abilities in future sets that use the word "exchange". * In an exchange, all miniatures move or change zones at the same time. * It isn't possible to exchange only one miniature. In order for the exchange to occur, all required miniatures must be moving or changing zones. For example, if Akiza Champion's Twin of Akiza Guardian ability is activated without an Akiza Guardian in that player's reserves, nothing will happen. * An exchange that would violate the stacking limit is illegal and doesn't happen. For example, if you control four creatures in a cell and target three creatures using the Deathswarm Hiveling ability, the exchange fails (the creature with Deathswarm Hiveling remains in play and all targets remain in the graveyard). EXCEPTION: If you control five creatures in a cell and activate an ability that causes you to exchange one of those creatures for another creature in play or in another zone, the exchange will still occur and you will still have five creatures in that cell. This is a legal game state. {oB}: Swap — You may exchange this creature's position with target non-local ally. {o0}: Twin of Akiza Guardian — You may exchange this creature with an Akiza Guardian in your reserves. {oB}: Deathswarm Hiveling 9 — You may exchange this creature with target Hiveling creatures in your graveyard with a combined spawn cost of {o9} or less.

----Combining effects with an ampersand ("&") Two abilities in the Chrysotic Plague set use an ampersand ("&") to connect two abilities into one larger ability that is activated all at once. {oB}: Crit 2 & Trample — Deal +2 damage this combat. If each local enemy has been assigned enough damage to disrupt or destroy it, you may assign any extra damage to enemies in target adjacent cell. * When an ability has two effects combined with an ampersand, resolve the effects in the order listed unless otherwise specified. * An ability that combines two effects with an ampersand is effectively causing you to activate two separate abilities. When you activate such an ability, choose all targets for the first effect and resolve that effect. Then choose all targets for the second effect and resolve that effect. This may allow you to choose the same target multiple times for the same ability. For example, you activate an Advance & Skirmish ability, choosing to resolve Skirmish first. Target an engaged creature for the Skirmish effect, and move that creature. Then target an unengaged creature for the Advance effect, and move that creature. If the first creature became unengaged after resolving the Skirmish effect, you may choose the same creature again for the Advance effect. {oB}{oB}: Advance & Skirmish — You may move target unengaged ally one cell and may move target engaged ally one cell in either order. -----

Ability-Specific Notes Blight Toxic Sludger Blight — Locations lose their abilities while they are local or adjacent to this creature. * The Blight ability affects locations controlled by all players, including the controller of the creature with the Blight ability. ----Brainblast Octorilla {o3}: Brainblast 5 — Make a separate 5-power attack against each nonlocal enemy in this column. * If the Brainblast ability is activated, you must make an attack against each nonlocal enemy in the column. You can't skip over any creatures. * The controller of the Brainblast ability may make the attacks in any order he or she chooses. * If a creature is dealt damage at least equal to its defense or its life during the resolution of a Brainblast ability, immediately disrupt or destroy it and then continue resolving the Brainblast ability. * You may only attack a creature once with the Brainblast ability. If a creature is attacked and disrupted to another cell in the same column, it is still the same creature so it may not be attacked again using that Brainblast ability this phase. -----

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Channel Hiveling Queen Chrysota Unique Chrysota Channel Hiveling 1 — Your Hivelings cost {o1} less to spawn. Hiveling Frenzy — Whenever one or more local or adjacent Hivelings attack, you may reroll all the attack dice. * The Channel Hiveling ability affects all miniatures with the Hiveling lineage, including locations. * The Channel Hiveling ability only affects the normal act of spawning a miniature. It doesn't affect any other method of bringing a miniature into play (such as Baxar the Soulstitcher's Call ability). * The Channel Hiveling ability doesn't modify the actual spawn cost printed on the miniature. It simply modifies the cost you pay to spawn the miniature. {oS}{oX}: Call — Put a creature with spawn cost {oX} from your graveyard into this cell. ----Cleanse Valkyrie Moonrider Reinforce Valor — You may spawn this creature in any cell that contains a Valor ally. {oB}: Cleanse — Remove target creature in an opponent's graveyard from the game. * A creature that is removed from the game doesn't satisfy aspect costs for the miniatures its controller spawns. * The Cleanse ability can only remove creatures from the game. It can't affect locations. ----Constrained Caged Grawlth Constrained — This creature can't move into an empty cell when you shift. * A creature with the Constrained ability can move into a cell that contains only a location and no creatures. A cell that contains a location isn't empty. * A creature with the Constrained ability can be moved into an empty cell by means other than shifting, such as Attract, Skirmish, or Scare. {oB}: Attract — You may pull target ally one cell. ("Pulling" means moving a creature closer.) {oB}: Skirmish — You may move target engaged ally one cell. {oB}: Scare — You may push target unengaged enemy one cell (away from this creature). ----Dampen Backalley Skuntch {oS}: Dampen 1 — All creatures cost {o1} more to spawn. * The Dampen ability affects the costs of all creatures that are spawned, including your own. * The Dampen ability doesn't affect the cost to spawn locations. * The Dampen ability only affects the normal act of spawning a creature. It doesn't affect any other method of bringing a creature into play (such as Baxar the Soulstitcher's Call ability). * The Dampen ability doesn't make it more expensive to activate a Respawn ability, even though the ability is causing the creature to be spawned. This is because the Dampen ability modifies the cost to spawn a miniature, not the cost to activate abilities, and Respawn allows you to spawn the creature without paying its cost. * The Dampen ability doesn't modify the actual spawn cost printed on the miniature. It simply modifies the cost you pay to spawn the miniature. {oS}{oX}: Call — Put a creature with spawn cost {oX} from your graveyard into this cell. {o6}: Respawn — You may spawn this creature from your graveyard as if it were in your reserves without paying its cost. ----Death Cycle Prince of Blades {oB}{oB}: Death Cycle — Destroy target local creature with spawn cost {oX}. That creature's controller may put a creature with spawn cost {oX} or less from his or her reserves into the local cell. * The Death Cycle ability has received errata. The new text is:

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{oB}{oB}: Death Cycle — Destroy target local creature with spawn cost {oX}. That creature's controller may put a creature with spawn cost {oX} or less from his or her reserves into the local cell. When the creature is placed, ignore the stacking limit. * The errata corrects how the Death Cycle ability works when the controller of the targeted creature controls four creatures in that cell before putting a new creature into play. As printed, the creature's controller would be unable to bring another creature into play because that would violate the stacking limit. * The first part of the Death Cycle ability is mandatory. If the ability is activated, you must target a creature and destroy it if possible. The second part of the ability is optional, however. The controller of the targeted creature may choose whether or not to put a new creature into play. * Creatures targeted by a Death Cycle ability in combat aren't destroyed immediately as the blade ability resolves. The chosen creature will be "marked" for destruction in step 3 but not destroyed until creatures are normally destroyed during step 7. This means that a creature destroyed by a Death Cycle ability may make a deathblow if it's entitled to one. * The controller of the targeted creature puts the new creature into play immediately when the blade ability resolves during step 3 of combat. * The Death Cycle ability allows the stacking limit to be ignored when resolving the Death Cycle effect. This can occur if the controller of the targeted creature already controls four creatures in the cell (including the targeted creature) before putting a new creature into play. In this case, the cell will temporarily contain five creatures under the same controller until the targeted creature is destroyed in step 7. * The Death Cycle ability only allows the stacking limit to be ignored in this one specific case. It still applies at all other times. For example, even though a cell contains five creatures due to Death Cycle, you cannot move any other creatures into that cell. Once a creature leaves the cell (being destroyed by the Death Cycle ability, for example), apply the stacking limit as normal. * A creature being brought into play via the Death Cycle ability isn't considered to be entering the cell it's being placed into since it's being placed into that cell from a different zone of play. This means that abilities such as Ambush and Charge won't trigger. * The Death Cycle ability may target any creature, not just an enemy. This means you can target your own creatures if you wish. If you destroy one of your own creatures, neither player receives a conquest point for that creature, but you do receive bonus spawn points for that creature as normal during your next spawn phase. Your creature won't get to make a deathblow unless it has an ability that specifically allows it to do so, such as the Last Gasp ability. * If the targeted creature is unable to be destroyed (due to a Phantom ability, for example), this doesn't affect the resolution of the second part of the ability. That creature's controller will get to put another creature into play even though the targeted creature won't be destroyed. If the targeted creature's controller already controls four creatures in the cell, they will still be able to bring another creature into play. In this situation, there may be five creatures in the cell beyond step 7. This is a legal game state. Once a creature leaves the cell, apply the stacking limit as normal. Ambush 6 — Whenever an enemy enters this cell, this creature makes a 6-power attack against that enemy. Charge 6 — Whenever this creature enters an enemy-occupied cell, it makes a 6-power attack against target enemy in that cell. Last Gasp —This creature can make a deathblow during any action phase. Phantom — Whenever this creature attacks, local enemies can't be destroyed this combat. ----Deathblast Hazardin Grenadier Deathblast 4 — Whenever this creature is put into your graveyard, make separate 4-power attacks against each enemy that was local to it and destroy target location an opponent controls in that cell. * The Deathblast ability works separately from and in addition to any deathblow attacks or other special attacks. * The Deathblast ability triggers once the creature has left play and is in the graveyard. This means that the Deathblast attacks won't benefit from any modifiers to the creature's attacks that may have affected it when it was in play, such as Darkheart Cottage. * Inside of combat, if the creature with Deathblast gets a deathblow, that damage will be applied during step 6 and any damage from Deathblast will be applied during step 7. That damage will be evaluated all together the next time damage is checked in step 5. * The Deathblast ability isn't optional. When a creature with the Deathblast ability leaves play and is placed into the graveyard, you must make attacks against each enemy that was local to it and destroy a location in that cell controlled by an opponent if possible. * If you take control of a creature with the Deathblast ability using a Mindlock ability and the creature is destroyed or otherwise goes to a graveyard while under your control, the Deathblast ability will not trigger because the creature is not being put into your graveyard. Darkheart Cottage — For each unengaged creature you control, each attack your creatures make in this cell has +1 power. {oX}: Mindlock — Take control of target local creature with spawn cost {oX} until end of turn. (You can't break the stacking limit with this ability.) ----Deathform

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Canis Horribilis {oB}: Deathform 5 — You may exchange this creature with target creature in your graveyard with spawn cost {o5} or less. * A creature being brought into play via the Deathform ability isn't considered to be entering the cell it's being placed into since it's being placed into that cell from a different zone of play. This means that abilities such as Ambush and Charge won't trigger. * A creature being put into the graveyard by a Deathform ability isn't being destroyed, so neither player gets conquest points or bonus spawn points. * See "Exchanging miniatures" in the General Notes section. Ambush 6 — Whenever an enemy enters this cell, this creature makes a 6-power attack against that enemy. Charge 6 — Whenever this creature enters an enemy-occupied cell, it makes a 6-power attack against target enemy in that cell. ----Deathrip Slaughterwheel {oB}: Deathrip — Choose a single-blade ability of target creature in your graveyard. Until end of phase, this creature has that ability. Activate that ability as if {oB} were assigned to it. * Slaughterwheel's Deathrip ability and Drakesnail's Deathrip Enemies ability have received errata. The new text of the Deathrip ability is: {oB}: Deathrip — Choose a non-Deathrip single-blade ability of target creature in your graveyard. Until end of phase, this creature has that ability. Activate that ability as if {oB} were assigned to it. The new text of the Deathrip Enemies ability is: {oB}: Deathrip Enemies — Choose a non-Deathrip single-blade ability of target creature in an opponent's graveyard. Until end of phase, this creature has that ability. Activate that ability as if {oB} were assigned to it. * This errata corrects a number of unintended combos with the Deathrip and Deathrip Enemies abilities that allowed infinite loops to occur. * A non-Deathrip ability is an ability that doesn't have the word "Deathrip" in the name of the ability. * You can target any creature in your graveyard using a Deathrip ability. If you choose a creature with no non-Deathrip singleblade abilities, nothing will happen. If you choose a creature that has one or more non-Deathrip single-blade abilities, you must choose an ability and activate it. * Only single-blade abilities (abilities with the {oB} symbol) can be chosen for Deathrip. Double-blade and multi-blade abilities can't be chosen. * Since the chosen ability is immediately activated by the Deathrip ability, it can't be used again this combat. However, since the creature keeps the ability until the end of the phase, the chosen ability may be used in later combats as a normal single-blade ability. * If the Deathrip ability is activated in multiple combats, a creature will have multiple Deathripped abilities. You may choose the same ability multiple times for this purpose, and each is treated separately. * A Deathripped ability isn't a copied ability. This means that abilities such as Copy Enemies will copy Deathripped blade abilities. * The Deathrip ability isn't a combat ability, which means it can be activated by the Edgemaker ability. If a combat-only ability is chosen and activated during the spawn phase in this way, it will have no effect. See "Edgemaker" in the Baxar's War FAQ for more information on combat-only abilities. Copy Enemies — While there is a local enemy, this creature has the blade abilities of each local enemy. {oS}{o2}: Edgemaker — Activate target local ally's blade ability as if {oB} were assigned to it. (Abilities that work only during combat can't be activated with this ability.) ----Deathwish Lungthief Beetle {oB}: Deathwish — Sacrifice this creature. * A creature sacrificed to a Deathwish ability is put into the graveyard as soon as the blade ability resolves. It doesn't remain in play until step 7 of combat as destroyed miniatures do. ----Exile Thrice-Crowned Androgyne {oM}: Exile — If target local enemy becomes disrupted this combat, you may place it in an occupied nonlocal cell. * Exile is an optional ability. If you target an enemy using an Exile ability, you may place the enemy in an occupied cell or an unoccupied cell.

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* If an enemy is targeted by your Exile ability and disrupted, but for some reason you don't get to make the choice as to where the creature is disrupted to (if the target is under the effect of a Rally Lost ability, for example), then the Exile ability does nothing. The Exile ability doesn't grant your opponent the option to choose to disrupt the creature to an occupied cell. * If you target an enemy using an Exile ability and it's disrupted, you may place that creature in your portal if it's occupied. * The Exile ability lasts until the end of combat. If the targeted creature is disrupted a second time before the end of combat, the Exile ability still applies. * If the Exile ability is used to disrupt a creature into a cell containing a creature with the Ambush ability during step 7 of combat, the Ambush ability will trigger but the damage dealt as a result will immediately clear during step 8. In essence, this means that the Ambush ability has no effect. Rally Lost — Whenever a local or adjacent Lost ally is disrupted, you decide which empty cell it goes to instead of your opponent. Ambush 6 — Whenever an enemy enters this cell, this creature makes a 6-power attack against that enemy. ----Flux Fortunate Freakazoid Flux Fortunate — Whenever this creature attacks, you may reroll up to X attack dice, where X is the conquest-point value of the local cell. * The conquest-point value of the local cell is the conquest-point value of the cell for you. If you control a creature with the Flux Fortunate ability in a cell that is a scoring cell for your opponent only, then the value of X will be zero and the Flux Fortunate ability will have no effect. ----Frightwave Infernal Preacher {o1}: Frightwave — Roll an initiative die. Push each enemy creature of that spawn cost or less one cell. ("Pushing" means moving a creature away.) * If activated, the Frightwave ability isn't optional. One at a time, push each creature with spawn cost less than or equal to the number rolled. * The Frightwave ability affects all enemy creatures with the given spawn cost, whether they are engaged or unengaged. * You can't break the stacking limit using the Frightwave ability. If each cell that you could push a creature into already contains four enemy creatures, then that creature won't move. * You may move the creatures in any order. You can attempt to move a creature and fail due to the stacking limit, even if pushing another enemy creature first would make a legal movement available for the first creature. * When you choose to move a creature, you must move that creature if possible. For example, if there are two possible cells to push a creature into but one of those cells already contains four enemy creatures, you must push the creature into the other cell. ----Gloom Boogeyman {oC}: Gloom — Move each creature one cell closer to its owner's spawn row. Move the creatures closest to the spawn row first. (You can't break the stacking limit with this ability.) {oB}: Expel — You may move target engaged enemy one cell. * The movement for Gloom is mandatory. Each creature in play that isn't in a spawn-row cell, including the creature with the Gloom ability (if it was spawned into a non-spawn-row cell), will be moved one cell toward its controller's spawn row. The only thing that can prevent a creature from moving due to this ability is the stacking limit. * The only movement permitted by the Gloom ability is moving a creature a single cell towards its controller's spawn row within the same column. Creatures can't be moved left or right using the Gloom ability. * Creatures are moved in groups, and within each group the creatures are moved one at a time in any order, determined by the controller of the Gloom ability. Both player's creatures are moved in the same groups. * The first group of creatures to be moved are creatures in the row adjacent to their controller's spawn row. The second group of creatures to be moved are creatures in the center row. The third group of creatures to be moved are creatures in the row adjacent to their controller's opponent's spawn row. The fourth group of creatures to be moved are creatures in their controller's opponent's spawn row. ----Hiveling Frenzy Queen Chrysota Unique Chrysota Channel Hiveling 1 — Your Hivelings cost {o1} less to spawn. Hiveling Frenzy — Whenever one or more local or adjacent Hivelings attack, you may reroll all the attack dice.

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* The Hiveling Frenzy ability allows you to reroll all attack dice once for any attack where a local or adjacent Hiveling is attacking. If you choose to use the ability, you must reroll all the attack dice, not just some of them, and you don't get to reroll the dice using the Hiveling Frenzy ability again for that attack. Rerolling all of the attack dice includes rerolling dice contributed to the attack by creatures without the Hiveling lineage. * Hiveling Frenzy will trigger for any attack made by a local or adjacent Hiveling, including strike attacks, deathblows, and special attacks. * If the Hiveling Frenzy ability triggers at the same time as a Curse ability or a Fortunate ability, then the effects are simultaneous. Refer to the Abilities section of the Dreamblade rulebook for information on resolving simultaneous effects. * Even though Hiveling Frenzy refers to Hivelings and not Hivelings you control or Hiveling allies, you can't reroll your opponent's attacks using this ability. You can't reroll dice you didn't roll in the first place. Curse 1 — Whenever one or more local enemies attack, the enemies' controller rerolls one die of your choice. Fortunate 2 — Whenever this creature attacks, reroll up to 2 dice. ----Hiveling Swarm Spine Bug Hiveling Swarm — This creature's power is equal to the number of local Hivelings you control. * The Hiveling Swarm ability counts locations with the Hiveling lineage as well as Hiveling creatures. ----Hivetunnel Hiveling Overlord {oB}: Hivetunnel — You may put this creature into a cell that contains a Hiveling ally. {oB}: Venom Cloud 3 — Assign 3 venom points to each local creature. Each phase, if a creature is assigned venom points equal to or greater than its spawn cost, destroy it. * A creature using the Hivetunnel ability is placed directly into the chosen cell. It doesn't move through intervening cells in order to get to the chosen cell. * A creature using the Hivetunnel ability is entering the chosen cell, so abilities such as Ambush will trigger. * A cell must contain a Hiveling ally in order to use the Hivetunnel ability to place a creature into that cell. Locations aren't allies, so you can't use Hivetunnel to move to a cell that contains a location with the Hiveling lineage unless there's also a Hiveling ally in the cell. Ambush 6 — Whenever an enemy enters this cell, this creature makes a 6-power attack against that enemy.

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Mimic Swordstrider Mimic — Whenever this creature is chosen as an attacker, its power that combat is equal to the power of target local creature without Mimic. * When determining the power of a creature with Mimic, the power of the targeted creature at the time the Mimic ability resolves (including any modifiers) becomes the base power of the creature for the duration of that combat. Then apply any modifiers to the Mimic creature's power. For example, you control a Swordstrider (with Mimic), a Virtuous Maiden (with an activated Gain Enrage ability), and a Nevret Screamtrooper (with a base power of 4), and attack with the Swordstrider, targeting the Screamtrooper with Mimic. The current power of the Screamtrooper is 5 due to the Maiden's Enrage ability, which becomes the Swordstrider's base power. The Swordstrider's power is then increased to 6 by the Enrage ability, and the Swordstrider attacks with a power of 6 this combat. * The base power of the creature with Mimic is locked in for the remainder of combat when the Mimic ability resolves. It won't change if the targeted creature's power changes. * If a creature with Mimic makes a deathblow inside of combat, the Mimic ability will trigger. * If a creature with Mimic makes a deathblow outside of combat, the Mimic ability will not trigger. Mimic is a combat-only ability, since the ability defines the power of the creature for "that combat." * If you activate a Spur ability and choose a creature with Mimic as the ally, Mimic won't trigger since the creature with Mimic isn't attacking. The Spur attack will use the current power of the creature. See "Spur" in the Baxar's War FAQ for more information on the Spur ability. {o1}: Gain Enrage 1 — Until end of turn, this creature has "Enrage 1 — Your local and adjacent allies have +1 power." {oX}: Spur — Choose an ally in the same cell as target enemy. Make an X-power attack against that enemy, where X is the chosen ally's power. ----Mindlock Aviax Cowboy {oX}: Mindlock — Take control of target local creature with spawn cost {oX} until end of turn. (You can't break the stacking limit with this ability.) * When you take control of a creature, you control it for all purposes for the duration of the effect. You may move it when you shift, attack with it, count it toward satisfying aspect costs for miniatures you spawn, and so forth. * If you attempt to take control of an enemy creature when you already control four creatures in that cell, the ability will do nothing since that would violate the stacking limit. * If you take control of a creature and something causes it to go to your reserves or graveyard, it goes to its owner's reserves or graveyard instead. * If you take control of a creature and your opponent destroys it, your opponent gets a conquest point and you get bonus spawn points. * If you take control of a creature that has a spawn ability that your opponent has already activated this turn, you can't activate that ability again. A spawn ability can only be activated once per turn, regardless of who controls the creature. * The Mindlock ability can only target creatures. You can't take control of locations using this ability. * If you take control of a creature that has an ability that exchanges miniatures between zones (such as the Mutation or Deathform abilities) and you activate that ability, the exchange will not occur. In an exchange between zones, both miniatures must be entering and leaving the same two zones. In this case, the creature in play would be returning to its owner's reserves or graveyard, but a creature would be entering play from your reserves or graveyard. Since the two miniatures are not going between the same two zones, the exchange can't happen. * If you take control of a creature and at the end of the turn your opponent controls four creatures in the cell, the creature will still revert to your opponent's control. This will allow your opponent to control more than four creatures in the same cell, and this is a legal game state. {oB}: Mutation 6 — You may exchange this creature with target creature in your reserves with spawn cost {o6} or less. [b]{oB}: Deathform 5 — You may exchange this creature with target creature in your graveyard with spawn cost {o5} or less. ----Mutation Crazed Maenad {oB}: Crit 2 — Deal +2 damage this combat. {oB}{oB}: Mutation 10 — You may exchange this creature with target creature in your reserves with spawn cost {o10} or less. * A creature being brought into play via the Mutation ability isn't considered to be entering the cell it's being placed into since it's

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being placed into that cell from a different zone of play. This means that abilities such as Ambush and Charge won't trigger. * See "Exchanging miniatures" in the General Notes section. Ambush 6 — Whenever an enemy enters this cell, this creature makes a 6-power attack against that enemy. Charge 6 — Whenever this creature enters an enemy-occupied cell, it makes a 6-power attack against target enemy in that cell. ----Petrify Medusa Unique Medusa {oB}{oB}: Petrify — Target opponent chooses local creature he or she controls. Destroy that creature. * Creatures chosen for destruction by the Petrify ability in combat aren't destroyed immediately as the blade ability resolves. The chosen creature will be "marked" for destruction in step 3 but not destroyed until creatures are normally destroyed during step 7. This means that a creature destroyed by a Petrify ability may make a deathblow if it's entitled to one. ----Phantom Ghost of the Key Phantom — Whenever this creature attacks, local enemies can't be destroyed this combat. * The Phantom ability triggers when the creature with the ability is chosen as an attacker. Each enemy in the cell at that time will be affected by the Phantom ability until the end of combat, even if they leave the combat cell. Enemies entering the cell after that time will be unaffected. If the creature with Phantom is destroyed, the ability remains in effect until the end of combat. * If a creature with Phantom makes a deathblow inside of combat, the Phantom ability will trigger. * If a creature with Phantom makes a deathblow outside of combat, the Phantom ability will not trigger. Phantom is a combat-only ability, since the ability defines the power of the creature for "that combat." * Locations aren't enemies, so they're unaffected by the Phantom ability and can be destroyed as normal. * Phantom works by preventing creatures from being marked for destruction during the course of combat and also by preventing those creatures from actually being destroyed. Preventing a creature from being marked for destruction typically happens during step 5 of combat for destruction due to damage, but it can also happen at other times, such as step 3 if a miniature is destroyed directly by a blade ability (such as Petrify). Preventing a creature from being destroyed happens during step 7 of combat. * The Phantom ability prevents destruction for any reason, including destruction due to damage, as well as destruction due to abilities such as Death Cycle and Petrify. Sacrificing a creature is different from destroying it, so creatures can still be sacrificed even if they're under the effect of a Phantom ability. * If a creature under the effect of a Phantom ability is dealt damage at least equal to both its defense and its life, it must be disrupted. You can't choose to destroy it and leave it in the cell. * If a creature under the effect of a Phantom ability is dealt damage equal to its life but not its defense (if its defense is currently higher than its life due to some effect), then it won't be disrupted or destroyed. The damage will remain on it until the end of the phase, and it may be destroyed or disrupted in a subsequent combat if it's no longer under a Phantom effect or its stats change. * Both the Phantom ability and the Ferocity ability affect step 5 of combat. If a creature is under the effect of both of these abilities and is dealt enough damage to disrupt it, the Phantom ability "wins" since it's the ability that says something can't happen, and the creature will be disrupted. See "General Rules" in the Abilities section of the Dreamblade rulebook. * If a creature is under the effect of both a Phantom ability and a Protect ability, then it can't be disrupted or destroyed, no matter how much damage it receives. The damage will remain on it until the end of the phase, and if the creature comes out from one of these effects before the end of the phase then it may be disrupted or destroyed during a later combat. {oB}{oB}: Petrify — Target opponent chooses local creature he or she controls. Destroy that creature. {oB}{oB}: Death Cycle — Destroy target local creature with spawn cost {oX}. That creature's controller may put a creature with spawn cost {oX} or less from his or her reserves into the local cell. When the creature is placed, ignore the stacking limit. {oB}: Ferocity — If target local enemy becomes disrupted this combat, destroy it instead. Protect — Local allies can't be disrupted. If this creature is disrupted or destroyed, local allies can't be disrupted this phase. ----Provoke Borg Penitent {oS}{o1}: Provoke — At the beginning of the opponent's first action phase this turn, if there are local enemies, the opponent must strike during that action phase. * In order to activate Borg Penitent's Provoke ability, the creature must be in a scoring cell. After that time, the ability will be active until the beginning of your opponent's first action phase, even if the creature is no longer in a scoring cell. No local enemies are needed in order to activate the Provoke ability. * Check to see if there are local enemies at the beginning of your opponent's first action phase, not when the ability is activated.

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Chrysotic Plague FAQ - Updated 4/19/07 - Wizards Community

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The enemies must be local to the creature with the Provoke ability, not the cell in which the ability was activated. * If the creature with the Provoke ability is destroyed or otherwise leaves play before the beginning of the opponent's first action phase, the ability will do nothing. If the creature somehow re-enters play before that time, it's treated as a new creature, and as such, the Provoke ability won't be active. * The Provoke ability forces your opponent to choose the strike action for their first action phase rather than the shift action. It doesn't force him or her to attack with any specific creatures or in any specific cells. Your opponent may still choose in which cells to attack and with which creatures to attack in those cells. Choosing to make no attacks at all is a legal choice. ----Rally Pearlthorn Dragon Knight {o2}: Rally 2 — You may move up to two target adjacent allies into this cell. (You can't break the stacking limit with this ability.) * When you activate a Rally ability, choose all targets immediately. For example, for Rally 2, you would immediately choose zero, one, or two adjacent allies. * One at a time in any order you choose, move all targets into the cell. If a movement would break the stacking limit, that movement doesn't occur. * If abilities trigger as a result of moving a creature (such as Ambush or Charge), immediately resolve that ability. If one or more creatures are disrupted or destroyed as a result of that ability (typically by taking damage), immediately disrupt or destroy the creature(s) and then continue resolving the movement ability. Ambush 6 — Whenever an enemy enters this cell, this creature makes a 6-power attack against that enemy. Charge 6 — Whenever this creature enters an enemy-occupied cell, it makes a 6-power attack against target enemy in that cell. ----Rejoinder Akiza Champion {o0}: Twin of Akiza Guardian — You may exchange this creature with an Akiza Guardian in your reserves. Rejoinder 2 — This creature's power is equal to twice the number of local enemies. * Locations aren't enemies, so the Rejoinder ability won't count enemy locations in determining the power of the creature. ----Respawn Gutsoup Golem {oB}: Warpstrike 3 — Make a 3-power attack against target nonlocal enemy. {o6}: Respawn — You may spawn this creature from your graveyard as if it were in your reserves without paying its cost. * In all respects (except for paying costs and the miniature being in the graveyard), using a miniature's Respawn ability is the same as spawning it. For example, you can always Respawn a creature into your portal, even if you already control four creatures in that cell. * Abilities that modify the cost to spawn a miniature (such as Dampen and Channel) won't affect the cost to Respawn a miniature. * The Respawn ability doesn't modify the actual spawn cost printed on the miniature. It simply changes the cost you pay to spawn the miniature. {oS}: Dampen 1 — All creatures cost {o1} more to spawn. Channel Hiveling 1 — Your Hivelings cost {o1} less to spawn. ----Shapechange Tattooed Squashbug Shapechange — Whenever you would spawn a creature in a nonlocal cell, you may sacrifice this creature to spawn that creature here instead. * If you choose to sacrifice a creature with Shapechange when spawning another creature, the new creature is spawned directly into the cell where the creature with Shapechange was sacrificed, which means it won't trigger abilities such as Charge and Ambush. The new creature doesn't enter play and then move to the new cell. * The creature with Shapechange is sacrificed immediately before the spawned creature comes into play. This means that if you spawn a creature with the Appease ability, you won't be able to sacrifice the creature with Shapechange to satisfy the Appease requirement. {oC}: Appease — When this creature comes into play, sacrifice a creature. ----Steadfast

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05/09/2007

Chrysotic Plague FAQ - Updated 4/19/07 - Wizards Community

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Murderous Widow Loner — This creature can't attack with other creatures. {oB}: Crit 1 — Deal +1 damage this combat. Steadfast — This creature takes no damage from deathblows. * The Steadfast ability only prevents damage from actual deathblow attacks. Abilities such as Parting Shot and Deathblast can still damage the creature, even though they function very much like deathblows. Parting Shot 7 — Whenever this creature is disrupted and removed from its cell, it makes a 7-power attack against the enemies that were local to it. Deathblast 4 — Whenever this creature is put into your graveyard, make separate 4-power attacks against each enemy that was local to it and destroy target location an opponent controls in that cell. ----Tantrum Little Charmer {oB}: Crit 5 — Deal +5 damage this combat. {oB}: Crit 3 — Deal +3 damage this combat. {oB}: Tantrum — Sacrifice a local creature. * A creature sacrificed to a Tantrum ability is put into the graveyard as soon as the blade ability resolves. It doesn't remain in play until step 7 of combat as destroyed miniatures do. * You can only sacrifice creatures you control. If the creature with Tantrum is the only creature you control in that cell, you must sacrifice it. ----Transpose Enemies Probability Walker {oB}: Transpose Enemies — Exchange the positions of two target enemies. * The Transpose Enemies ability isn't optional. If you assign a blade to the ability, you must exchange two enemies if possible. * You can target two enemies in the same cell using a Transpose Enemies ability. There will be no visible effect from the ability if you do this. * See "Exchanging miniatures" in the General Notes section. ----Twin Akiza Champion {o0}: Twin of Akiza Guardian — You may exchange this creature with an Akiza Guardian in your reserves. Rejoinder 2 — This creature's power is equal to twice the number of local enemies. * A creature being brought into play via the Twin ability isn't considered to be entering the cell it's being placed into since it's being placed into that cell from a different zone of play. This means that abilities such as Ambush won't trigger. * See "Exchanging miniatures" in the General Notes section. Ambush 6 — Whenever an enemy enters this cell, this creature makes a 6-power attack against that enemy. ----Unmake Arsonist {oB}: Unmake — Banish target local or adjacent location that an opponent controls. * The Unmake ability isn't optional. If the ability is activated, you must banish a local or adjacent location that is controlled by your opponent if possible. ----Venom Cloud Hiveling Overlord {oB}: Hivetunnel — You may put this creature into a cell that contains a Hiveling ally. {oB}: Venom Cloud 3 — Assign 3 venom points to each local creature. Each phase, if a creature is assigned venom points equal to or greater than its spawn cost, destroy it. * The Venom Cloud ability affects all local creatures, including your own, and including the creature with the Venom Cloud ability. * If you assign Venom points to your own creatures, your opponent makes decisions regarding destruction of those creatures, such as the order in which the creatures will be destroyed. ----War Cry

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05/09/2007

Chrysotic Plague FAQ - Updated 4/19/07 - Wizards Community

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Aviax Firebrand {oS}{o3}: War Cry — Choose a local or adjacent cell. Move each creature adjacent to that cell into that cell. (You can't break the stacking limit with this ability.) * The War Cry ability isn't optional. If activated, you must move as many creatures into the chosen cell as possible until either no creatures remain to move or the stacking limit is reached. If you choose an adjacent cell, the creature with the War Cry ability will move as well. * One at a time in any order you choose, move each adjacent creature (both allies and enemies) into the chosen cell. If a movement would break the stacking limit, that movement doesn't occur. * If abilities trigger as a result of moving a creature (such as Ambush or Charge), immediately resolve that ability. If one or more creatures are disrupted or destroyed as a result of that ability (typically by taking damage), immediately disrupt or destroy the creature(s) and then continue resolving the movement ability. If this occurs, it may be possible to move more than four creatures with the same controller into the chosen cell because some creatures have been disrupted or destroyed. Continue moving creatures into the cell until all adjacent creatures have been moved or until the stacking limit is reached. * You can only move a creature once using the War Cry ability. If a creature is disrupted after moving into the chosen cell (by an Ambush ability, for example) and placed into an adjacent cell, it may not be moved again. Ambush 6 — Whenever an enemy enters this cell, this creature makes a 6-power attack against that enemy. Charge 6 — Whenever this creature enters an enemy-occupied cell, it makes a 6-power attack against target enemy in that cell. ----Wound Self Buzzkill Clown {oM}: Wound Self 5 — This creature takes 5 damage. (When you damage your own creatures, the opponent makes decisions about their disruption and destruction.) * Another local creature having the Bodyguard ability won't prevent a creature from dealing damage to itself with Wound Self. The Bodyguard ability only prevents opponents from assigning damage to creatures without the Bodyguard ability. * If you assign damage to your own creatures, your opponent makes decisions regarding disruption and destruction of those creatures, such as which empty cell the creature will be disrupted to or the order in which the creatures will be destroyed. This also means that your opponent receives a conquest point for the creature being destroyed and you receive bonus spawn points as normal, because the game does not track which creature or player dealt the damage. Bodyguard — Opponents may not assign damage to your local allies without Bodyguard until enough damage has been assigned to disrupt or destroy each of your local creatures with Bodyguard. -----

Miniature-Specific Notes Baba Yaga's Hut At the beginning of the conquest phase, if you control more creatures in this cell than each opponent, your creatures can claim this cell this turn. {o0}: Move this location one cell. * There can't be more than one location in a cell. If moving a location would cause there to be more than one location in a cell, the movement doesn't occur. ----Chrysota's Chapel {oB}: Venom 4 — Assign 4 venom points to target local enemy. If a creature is assigned venom points equal to or greater than its spawn cost, destroy it. {oM}: Venom 2 * Chrysota's Chapel is a location with a lineage. This doesn't make Chrysota's Chapel a creature. Anything that refers to Hivelings will count it, but anything that refers to Hiveling allies or enemies won't. This means that it will be affected by Queen Chrysota's Channel Hiveling ability and will be counted for Spine Bug's Hiveling Swarm ability, but Hiveling Overlord can't use its Hivetunnel ability to move to the Chapel's cell unless you also control a Hiveling creature in that cell. * If Chrysota's Chapel is under the effect of a Blight ability, it will still have its lineage. A lineage isn't an ability. Channel Hiveling 1 — Your Hivelings cost {o1} less to spawn. Hiveling Swarm — This creature's power is equal to the number of local Hivelings you control. {oB}: Hivetunnel — You may put this creature into a cell that contains a Hiveling ally. Blight — Locations lose their abilities while they are local or adjacent to this creature. ----Drakesnail {oB}: Deathrip Enemies — Choose a single-blade ability of target creature in an opponent's graveyard. Until end of phase, this creature has that ability. Activate that ability as if {oB} were assigned to it. * Drakesnail's Deathrip Enemies ability has received errata. The new text is: {oB}: Deathrip Enemies — Choose a non-Deathrip single-blade ability of target creature in an opponent's graveyard. Until end of

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Chrysotic Plague FAQ - Updated 4/19/07 - Wizards Community

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phase, this creature has that ability. Activate that ability as if {oB} were assigned to it. * See "Deathrip" in the Ability-Specific Notes section for more information on this errata and the Deathrip ability in general. ----Illuminati Pyramid If this cell is a scoring cell for a player, its conquest-point value increases by 3 for that player. * If placed in a cell that is a scoring cell for both players, the conquest-point value of the scoring cell increases for both players, not just the controller of the Pyramid. For example, if Illuminati Pyramid is placed in the center cell of the dreamscape, that cell becomes a 5-point scoring cell for both players. * If placed in a cell that is a scoring cell for one player, the value of the scoring cell increases for that player only. If placed in a cell that is a scoring cell for the opponent of the player who controls the Pyramid, the point value will increase for the opponent and the controller will receive no benefit from the effect. * Illuminati Pyramid will have no effect in a cell that isn't a key cell. It doesn't turn the cell into a scoring cell; the cell must be a scoring cell already. * Abilities that have a variable effect based on the conquest-point value of a cell ("Flux" abilities, such as Flux Ward and Flux Fortunate) will count the value of the cell as modified by effects such as Illuminati Pyramid. For example, a creature with the Flux Ward ability in the center cell of the dreamscape has +2 defense and +2 life. If the center cell contains an Illuminati Pyramid (raising the conquest-point value to 5), the creature would have +5 defense and +5 life. {oS}: Flux Ward — This creature has +X defense and +X life, where X is the conquest-point value of the local cell. Flux Fortunate — Whenever this creature attacks, you may reroll up to X attack dice, where X is the conquest-point value of the local cell. ----Prince of Blades {oB}{oB}: Death Cycle — Destroy target local creature with spawn cost {oX}. That creature's controller may put a creature with spawn cost {oX} or less from his or her reserves into the local cell. * The Death Cycle ability has received errata. The new text is: {oB}{oB}: Death Cycle — Destroy target local creature with spawn cost {oX}. That creature's controller may put a creature with spawn cost {oX} or less from his or her reserves into the local cell. When the creature is placed, ignore the stacking limit. * See "Death Cycle" in the Ability-Specific Notes section for more information on this errata and the Death Cycle ability in general. ----Slaughterwheel {oB}: Deathrip — Choose a single-blade ability of target creature in your graveyard. Until end of phase, this creature has that ability. Activate that ability as if {oB} were assigned to it. * Slaughterwheel's Deathrip ability has received errata. The new text is: {oB}: Deathrip — Choose a non-Deathrip single-blade ability of target creature in your graveyard. Until end of phase, this creature has that ability. Activate that ability as if {oB} were assigned to it. * See "Deathrip" in the Ability-Specific Notes section for more information on this errata and the Deathrip ability in general. ----Tower of Unquenched Flame {oS}: Whenever a player would skip his or her spawn phase, if that player controls a local creature, he or she doesn't skip his or her spawn phase this turn. * Tower of Unquenched Flame's ability will trigger immediately before the spawn phase would be skipped. If there are no creatures local to the Tower at that time, the ability won't trigger. It doesn't check during the initiative phase. ----Warfang Keep Local and adjacent enemies are worth +1 conquest point when destroyed. * The extra conquest point is determined when the creature is destroyed. If the location leaves play or loses its abilities before the conquest phase, the extra conquest point is still awarded. * If a creature is local or adjacent to multiple Warfang Keeps at the time it's destroyed, each will apply separately. For example, a player controls two Warfang Keeps, one in either 1-point scoring cell. An enemy creature destroyed in the center cell would be worth 3 conquest points instead of the normal 1 point. * Warfang Keep only awards extra conquest points for destroying creatures. Destroying a location that is adjacent to Warfang Keep will still only earn you one conquest point. * If a creature with the Blight ability is local or adjacent to a Warfang Keep when it's destroyed, the creature with Blight will only be worth one conquest point. At the time the creature is destroyed, Warfang Keep doesn't have its ability, so no extra conquest point will be awarded. Blight — Locations lose their abilities while they are local or adjacent to this creature.

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