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After about the second iteration of this, a reduced hand size of two, it starts getting extremely unlikely you will be able to win the game. In Magic, you can throw your opening hand back into you deck and draw one less card at the beginning of the game, repeating this process until you have a playable hand. The next problem that Magic faces, which is actually closely related to the previous point, is that of mulligans. Each turn in a game of Force of Will, you can both draw for your turn AND call a stone to add mana with if you so desire, not to mention use your Ruler for some interesting other abilities! Unlike Magic, you don’t end up drawing a mana when you already have plenty, and conversely, you don’t have to worry about getting mana screwed and being unable to cast any of your spells. In Force of Will, your deck has spells and creatures, you have a separate deck for you mana, and even your Ruler is in a third, separate location. In Magic, your deck has everything in it, your spells, your creatures, your mana, everything! This means that each turn you can draw a land or a spell, but not usually both. Let’s do a little side by side comparison between some of the biggest problems in a game of Magic and take a look at exactly how Force of Will fixes some of these issues. Nearly each game you play has a surprising amount of depth and decision making involved, leading to fun and interactive turns. After playing in my third tournament in just under a week, I’ve realized I was gleefully mistaken. You have to manage resources, such as life total, creatures, cards in hand, mana sources and even your graveyard! After learning most of the rules, I was convinced that it was just Magic-lite and would barely be able to hold my interest. Many of the rules and interactions are imported directly from Magic. A game that has caught my interest especially as a competitive tournament player, what with its lucrative regional event series qualifying an elite few for the world championship in Japan later this year.Ĭoming from a competitive Magic: the Gathering background, this game has a ton of appeal to me. A game that takes its name (shamelessly?) from our beloved Magic: the Gathering. A game that has been spreading like wildfire in local gaming communities. However, after the erratum, they are still Dark Sphere additions, so it will work as originally intended.Today I would like to share with you some of my musings on this delightful little game called Force of Will. Previously, because the continuous ability to turn the Dark Spheres into Fallen Angel resonators happen before the trigger, the trigger does nothing because they are no longer Dark Spheres.
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You may play this card without paying its cost.ĭark Spheres you control become Fallen Angel resonators with during your turn. > Recover all Dark Spheres you control.ĭark Spheres you control become Fallen Angel resonators with during your turn. So no more Deathscythe shenanigans.Įrrata on GRL-068 Arena Expansion: Demonic World
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It will only gain the text in the removed area when you play the spell. The difference is that Tea Party Before the Decisive Duel now no longer gains the additional text if it was removed via other means. If you re-read the new wording, the ability to put the card back into the graveyard is now after the effects of playing the card to remove it from the game.
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Wait… What?! What’s the erratum? Just chill and relax. This turn, you may play your next light resonator spell as though it had. This card gains “Put this card from your removed area into your graveyard: Draw a card, then recover target magic stone you control. Also, we noted that the ability of Arena Expansion: Demonic World is not working as intended, so there will be an errata for it as well.Įrrata on GRL-014 Tea Party before the Decisive Duel There has been numerous discussion on how Tea Party Before the Decisive Duel will impact the Wanderer format due to its interaction with Deathscythe, and we would like to keep to a healthy format for all to enjoy, hence, we decided to perform a function errata on it.
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