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Kurgan wrote:Nice summary & comments, but...
A major difference between the "Summon" (or Call) Dread Spells in WOM vs. the GS, is that here the bad guys get to move and attack immediately (and appear "within line of sight" of the castor, rather than just spawning in the 8 squares surrounding his figure and can't do anything else until the next Zargon turn.





wallydubbs wrote:So if Future Sight is now action-free, can the Wizard use it combined with Genie?

manaknight14 wrote:wallydubbs wrote:So if Future Sight is now action-free, can the Wizard use it combined with Genie?
That... is a really interesting question. The non-action nature of the updated Future Sight certainly means the timing of casting it is now compatible with a Genie spell. It honestly depends on how Zargon interprets the word "you" in the second sentence of the card's text. Does it refer to "you" the player or "you" the spellcasting hero? If it's the latter, is the attacking Genie considered to be a distinct character from the hero casting the spell, and thus not eligible for the Future Sight effect? I think I know how I would handle this interaction, but I have already said that I don't intend to use the new version of Future Sight as it is written, so my interpretation may not be helpful to others.


manaknight14 wrote:Always Board Never Boring has been making quite a few videos reviewing the new Wizards of Morcar expansion, including one focusing entirely on the spells for the evil wizards. One bit that caught my attention was a comment he made about the Wall of Flame spell. Like me, he didn’t like how “vanilla” the spell is as a wall, but he had an idea that I hadn’t thought of. He suggested a hero might take damage for attacking the wall, and I like this idea a lot. In addition to the other changes I suggested, I’m thinking if a hero makes a melee attack that fails to destroy the Wall of Flame, s/he must roll a combat die, and if it is a skull the hero loses 1 BP.

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