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Skyeline

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24 Lord Celestant

About Skyeline

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    Prosecutor

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  1. Skyeline

    Dreadfane

    Those are indeed the easy to builds that have been snuck into Underworlds. Quite an odd reveal, can't say I expected anything like this. Looking forward to more details.
  2. Skyeline

    Troll rules clarification

    The only reason I lean on it actually being possible is looking at how it works outside of Mollog's case. If it didn't ignore tokens, then the card would quite literally be worthless. That being said, if my opponent wasn't cool with that I wouldn't blame them. This is a case where tighter wording was needed and I do think an FAQ is necessary.
  3. Skyeline

    Shadespire community FAQ

    I... yes..? No..?.... 🤔 Hmmm... time to consult Sourtongue's essay of a card, Mirror Move, and the rulebook again. So. Sourtongue's card seems to make the case that it's possible based on the wording of this part: So... yes? I guess you can play mirror move off of that. ¯\_(ツ)_/¯ The part of this that hurts my brain is how Mirror Move could then interact with a model being driven back as part of an attack action. Per the rulebook on Driven Back: I guess Mirror Move works on driven back then, too. You learn something new everyday. Maybe we'll see an FAQ about this in the future.
  4. Skyeline

    Shadespire community FAQ

    I don't disagree. Even when using Sourtongue myself it often feels like multiple one hex pushes when I roll a really disjointed scatter and try to figure out the best way to maneuver it. Ultimately though it's just a rather convoluted 3 hex push going by wording we have available to us. Really it's just the scatter part in particular that makes it feel so much unlike a single push.
  5. Skyeline

    Ban & Restricted v2

    This debate around restricting Supremacy is an interesting one. I stayed away from commenting on it at first despite typing up quite a bit about it because I was very conflicted about my feelings on it. Ultimately, I feel like the BAR list was created to cover two key principles: 1. Tamp down on power creep 2. Diversify deck building Looking at objective decks with those two principles in mind I do feel like we're seeing some cards over and over. Supremacy is the obvious stand out and seems to be a target for that 2nd principle. Restricting it would obviously shake up how folks are building their objective decks, since it's simply an auto-include. Yet I'm not so sure that Supremacy is really a target for that 1st principle. Thorns and gits are clearly carrying the objective torch lately and they seem to be performing well-- but I'm not convinced they're performing so well that they need to be taken down a notch just yet. FWIW I feel the same way about Our Only Way Out. Restricting one or the other (or both?) in my mind simply comes down to an argument of how much someone wants to hit the strength of objective based decks.
  6. Skyeline

    Troll rules clarification

    Yes, it looks like you'd be able to do that. Though the thought exercise gave me some pause since Second Wind doesn't mention anything about treating the charge token like a move token. Feels like the current wording leaves room for unnecessary lawyering when it comes to fighter cards like Mollog's that are very explicit about mentioning tokens.
  7. Skyeline

    Shadespire community FAQ

    I don't believe you'd be able to use Mirror Move to get out of Sourtongue's way. (So, option C from your list above) Mirror Move explicitly uses the word "after" in its reaction condition which makes it clear that you must wait until a push is completed before being able to use it. Sourtongue's push on the other hand while feeling like multiple 1 hex pushes is in fact a single 3 hex push, as defined on the action itself (Scatter 4 > Push 3, rather than Scatter 4 > Push 1 x 3 times). Another way to look at it is to compare Mirror Move to any other 3 hex push that doesn't happen to be tied to Zarbag's favorite twirling loon. If an opponent used Treasure Lust for example, you wouldn't use Mirror Move before they've completed the full 3 pushes (or less if they decided they didn't need to go a full 3 hexes).
  8. Skyeline

    The Shadespire News and Rumour Thread

    Vines-for-legs is a little bit odd to me. But overall I think they look great (and I don't even really like tree revenants!). Excited for another warband falling into the 3-4 model range. Feels like we're overdue for a low model count team with a more evenly distributed stat curve (Though Shadespire did feature quite a lot of that to be fair).
  9. Skyeline

    Troll rules clarification

    As odd as it might sound, no he cannot. The core rules regarding fighters taking actions always apply unless a card implicitly allows an otherwise impossible action. Mollog Inspired: "This fighter can make a Move or Charge action even if it has a single Move token or a single Charge token (but not if it has both, or more than one of either)." In this case Mollog's fighter card is superseding the core rules specifically when it comes to Move and Charge actions. Attack actions however are still bound by the core rules and thus are limited by the charge token. Some examples of things that are possible: Move -> Attack -> Charge Move -> Attack -> Move -> Attack
  10. Skyeline

    Shadespire community FAQ

    It doesn't specify which type of dice specifically, so it would indeed work for Vortemis' Bolt of Change. Archer's Focus "You can re-roll one dice in the attack roll each time this fighter makes an Attack action with a Range of 3 or more" Other cards with similar effects, such as Awakened weapon will sometimes specify "attack dice" which do not work with spell attack actions. Awakened Weapon "You can re-roll one attack dice each time this fighter makes an Attack action"
  11. Skyeline

    Let's Chat: Stormsire's Cursebreakers

    He did say starter box (bolded cards for emphasis). Still, game plan is basically the same even without them. Waggle fingers, collected shiny gold borders, kill everything.
  12. Skyeline

    Ban & Restricted v2

    I'm not so sure that I agree with Extreme Flank and Tome of Offerings going onto the ban list. Extreme Flank has earned a rightful spot on the restricted list, but I don't think objectives that award passive play are a bad thing unless they adversely drive too many meta decks that would prefer to sit and never interact with their opponent. I don't think this is an issue currently, but it does warrant keeping an eye on. Tome of Offerings I feel is simply too early to tell where to place it. My gut is telling me it's not going to be impactful enough to end up on the ban list, but time will tell if we begin seeing it creep in as an auto-include in specific aggro decks. Most of the restricted list makes me uneasy for one reason or another so I won't ramble on about them. I do however agree wholeheartedly with Superior Tactician going restricted. I'm also a little surprised to see that Potion of Rage didn't make it onto this list. I'm seeing it show up in a huge amount of lists and I'm still expecting it to end up restricted.
  13. Skyeline

    Let's Chat: Mollog's Mob

    Good catch and thank you for pointing that out. That's an unfortunate revelation. As far as your takeaways go, I'm not in much disagreement. It does feel like the team needs to lean on a combination of Inspiration Strikes + Regal Vision + As many accuracy boosting cards as you can reasonably get in a post-BAR world (Fueled by Fury, Potion of Rage, Foul Temper, Brutal Savagery, etc.). I'm beginning to wonder if a deck can be built for this warband that revolves around a more hit and run play style to capitalize on Mollog's unique movement options. Fitting in cards like Illusory Fighter, Invisible Walls, etc. to try and shut down counter charge opportunities. The objective deck is going to be the real chore to build with a playstyle like this in mind, since the Mollog specific objectives are really lacking. I'll have to mess around with it to see if this is more than a nonstarter.
  14. Skyeline

    Let's Chat: Stormsire's Cursebreakers

    Were you pushing forward too aggressively to try and get into combat? You'll get overwhelmed by the blanket horde having multiple supporting fighters if you're making charges into your opponent without taking some initial actions to get yourself inspired. In return, they'll get a load of inspirations off of easily surrounding an overextended fighter. Knowing the starter decks I'd recommend playing defensively until you have some inspired fighters and some dead blankets. You might also want to try deploying a little further back than you normally would if you find yourself getting overwhelmed immediately.
  15. Skyeline

    Let's Chat: Mollog's Mob

    So having gotten three games in against Mollog's Mob as aggro Chosen Axes, I have to say it was the most decisive set of games I've ever played (For both players). In all three games they were effectively over by the first activation of turn 2. The Takeaways: Chosen Axes vs. Mollog's Mob feels an awful lot more like a duel between two titans and some spectators who happened to be on the board (Okay that's a little rude to Tefk). The amount of focus both of us had on our leaders was a little nerve wracking. If your plan is to go full-bore aggro with Mollog, you might as well spend a turn or two drawing cards or simply moving around your other fighters (Start working on setting up that Extreme Flank). Sending him into range of multiple charges by your second activation is asking for him to get piled on and killed. My staple score immediately objectives that rely on killing something felt like frustrating draws when normally I'd be thrilled to see them. I have a feeling this is going to be a consistent annoyance for aggro decks who would otherwise be hoping for the chance to kill something turn 1. I hate you so much stalagsquig. Game 1: Won the board roll off and decided to test out deploying long boards against Mollog to try and limit the number of targets he can reach (really didn't want Tefk or Fjul to take a 1-shot). Stalagsquig was dropped on my front objective to hinder my attempts to get inspirations. Going second, my opponent dropped an inspiration strikes on Mollog immediately and came flying into my side of the board to kill Maegrim on a charge by his second activation. I held Inspiration Strikes in hand until my last activation to inspire Fjul and charge Mollog, who up until this point had been on the receiving end of ineffectual whiffing from Vol. With 4 damage put into Mollog, he didn't draw into any defensive gambits or gears and I won the roll off for turn priority. Going first, Fjul was able to put down the troll which rendered the game a done deal as my opponent conceded. Game 2: Won the board roll off again and decided to deploy long yet again. This time around however when Mollog's first move finished my opponent opted to play Commanding Stride and get him within charge range of my entire team. Realizing that I had no answer to a charge in hand, the panic set in about now. I made some exceedingly poor decisions in attempting to protect Fjul due to completely forgetting about Mollog's 2 range. By the end of turn 1 I was down Maegrim and Fjul, the latter of which ate a 4 damage swing due to Wind Up. Going into turn 2 with my opponent up 6 to 1 and Vol + Tefk uninspired the game was essentially over, but I decided to play it out anyways. With the help of Hidden Paths Tefk got into the backfield of my opponents board on an objective and killed Bat Squig. Regal Vision (where were you earlier!?) then got him inspired. He even took a Mollog club to the chin and kept standing due to Deathly Fortitude. Going into turn 3 Tefk managed to make a play with a combination of a lethal hex, My Turn, and Ready For Action to kill Mollog thanks to Gloryseeker boosted damage. Unfortunately Tefk came off the ultimate high of killing the Nightvault's most terrifying fighter by dying to Spiteshroom packing Fueled by Fury + Potion of Rage to ensure that last 1 life was chipped off my last chosen axe. Game 3: Lost the board roll off this time, which coming off of last game put the fear in me. The 1-shot threat on Fjul was looming again given my opponent wouldn't need a 3-hex push to reach me. The game however ended up going much like game 1 despite the anxiety of wondering if a 1-shot was coming at any moment. With Regal Vision and The Earth Shakes in hand, an eventual countercharge from inspired Fjul combined with Ready For Action was enough to put Mollog down before Turn 1 was even over.
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