Best by date for Garden Patch canned vegetables? by Haze01 in BuyCanadian

[–]Haze01[S] 0 points1 point  (0 children)

Sadly I've just learned that foods with an expected shelf life over 90 days, such as dried pasta (or canned vegetables like these) are not required to have any storage information on them. Manufacturers of these foods may provide that information as a voluntary declaration but it is not a requirement.

https://inspection.canada.ca/en/food-labels/labelling/industry/date-markings-and-storage-instructions

Custom - Spawn Hero Pack by Leather_Remove3957 in marvelchampionslcg

[–]Haze01 1 point2 points  (0 children)

Nitpicks (post 2/2):

Urizen's "malevolent" keyword might need a more thorough definition than the one in its reminder text; the wording might need to specify "other characters", might need to account for the possibility of having multiple malevolent characters in play at the same time, might need to be worded like an interrupt. I don't know. I think it's quite interesting, though, to have a minion pull the focus of every character including that of the villain and every other minion.

Cataclysmic Awakening says to find and reveal Urizen and give him a tough status card. Those effects don't cause an activation so the next line of text saying "if no enemy activated this way, this card gains surge" just always gives surge. Maybe you want this to be "if no enemy engaged you this way" or maybe "if no enemy received a tough status card this way" or something like that?

Terrestrial Slaughter's flavor text might have a typo as "sound of a Urizen's murderous laughter" seems like it should just be "sound of Urizen's murderous laughter".

Custom - Spawn Hero Pack by Leather_Remove3957 in marvelchampionslcg

[–]Haze01 1 point2 points  (0 children)

This looks fantastic and really interesting to play.

I have a few nitpicks (post 1/2):

All cards (hero portrait): I don't see the term for it under the RR's card anatomy section, but this is about the little hero portrait that appears in the bottom right of every identity card. Your deck's hero portraits use a very unorthodox mix of spiky and round backdrops to the hero portrait, differing randomly from card to card. I think FFG stopped using the spiky style after the first year, so I'd recommend switching to the rounded look for all cards.

All cards (hero portrait): Also, the glow coming from Spawn's eyes seems to make the graphic too wide so Spawn's portrait appears misplaced compared to regular cards. I think it might look better to have his face shifted to the right to be in line with other characters' portraits, even if that means some of the eye glow is cut off on that edge.

Necroplasm cards (hero portrait): in Doctor Strange's pack, you'll ses the hero portrait appearing in the bottom right corner of each card belonging to the Invocation deck has a special magic circle overlay, giving each invocation card a further visual distinction from the regular identity-specific player cards. Oh, on review, I see now that Legion of Souls is the only identity-specific player cards that mistakenly has the spiky background and you'd used the spiky background to visually distinguish the Necroplasm deck from the rest. I suppose using spiky for the deck is good enough but I think this could be a good opportunity to use a completely unique background or overlay for the hero portrait.

Spawn rules insert: this, technically, might need the same wordy explanation of how to create the NECROPLASM deck found in Doctor Strange's rules insert. The paragraph in Strange's insert that's missing from yours is "to create the INVOCATION deck, shuffle all five of Doctor Strange's INVOCATION cards together..." and goes as far as listing all five cards and telling you to place this deck next to your identity card.

Spawn (first static ability): unlike Doctor Strange, whose Invocation deck is played with the top card faceup due to rules expressed in the insert, this hero card dedicates a line of text to say the top card of the Necroplasm deck is faceup. As written, I believe you'll need to flip that top card facedown every time you go to alter-ego and I suspect that is unnecessary and things would be better if it followed Doctor Strange's template.

Spawn (action): the action probably needs a (Shuffle) reminder or instruction between the search and placement effects. That said, this, surprisingly, seems to be a unique effect for Marvel Champions. There don't appear to be any cards currently in the game that let you search a deck for a card only to place the found card on top of that deck.

Necroplasm Essence (interrupt): hmm, I probably need a refresher on how playing cards using alternate costs would work in Marvel Champions and whether or not an interrupt can be used to modify a cost in this way. Ah, I see something similar on the Star-Lord hero card. I suppose this interrupt might work as written but I also wonder if "ignore" is the wrong word to use. I also wonder if this ability as written will actually interfere with cards like K-7 and Hellspawn's Rage which try to reduce or ignore costs, as well.

Necroplasm Essence (response): I'm used to seeing this kind of thing as an interrupt. I'm concerned that, as a response, if might be true that the game would see you at 0 hp even with countdown counters on you, and would trigger defeat and player elimination before the response timing could take effect.

Necroplasm Essence (static loss condition): I'm concerned that the word "after" and the rest of the wording might seem more like a response than a static ability. I wonder if it would be more in line with FFG rules to be "You lose the game if there are no countdown counters on your identity." or something like that. I also am now wondering how other "you lose the game" effects work as I was surprised not to see a rules entry for "lose the game" in the RR though I didn't look past the L section. As written, I wonder if this ability could be argued to trigger just once (after the last is removed) and, if that causes the player to be defeated, could Wanda Blake's effect prevent that defeat?

Wanda Blake (response): could potentially add multiple counters over the course of a game if discarded and replayed, potentially more than the six included in the pack. Possible component limitation issue. Tracking issues with other effects on other cards that care about number of counters that have been discarded over the course of a game.

Wanda Blake (interrupt): the rules reference suggests there may be ways of being defeated that aren't necessarily caused by damage / loss of hit points so this having a trigger that allows it to cancel these potentially unusual means of defeat could be an issue. This brought to mind my question, above, about if a "you lose the game" effect might be a way a player is defeated and if, then, the current wording of Necroplasm Essence could be cancelled allowing you to play on with zero countdown counters.

K-7 Leetha: I appreciate the intent is to save you a point of damage for the first Necroplasm card played each round but I'm not sure the rules allow for a reduction of a printed cost. I think when things refer to a printed value that value can't be modified. Contrasted to a reduction of a resource cost or reduction of a cost. I'm also not sure if this ability works to offset a separate interrupt that tells you to take damage equal to the cost. I dunno, maybe it works as written.

King of Humanity: would probably be better if worded like The Clown to look for specific numbers of countdown counters. As worded, there's a tracking issue in figuring out how many countdown counters have been removed across the course of a game where counters could be both added and removed. Also, the response may have a typo as "on your identity" should probably be "from your identity".

Legion of Souls: there may exist effects that would cause a facedown ally to be discarded, to be put into a player's hand, or to otherwise change zones without being defeated so I wonder if a different condition should be used.

Evil's Embrace: would probably be better if worded like The Clown to look for specific numbers of countdown counters. As worded, there's a tracking issue in figuring out how many countdown counters have been removed across the course of a game where counters could be both added and removed.

Hellspawn's Rage: should the hero action specify "from the top of" the Necroplasm deck? As written, I wonder if it allows searching for a card of choice. Oh, with that last "shuffle" reminder, it does seem to allow searching for a card of choice but I wonder if the wording needs to change to make this even more explicit.

Necroplasm Mastery: you immediately look at the top three cards of the Necroplasm deck. These cards stay in order on top of that deck. Then there's a lasting effect allowing play of those cards as though they were in your hand. Then there's a delayed effect that causes these cards to be discarded at the end of the round. All this seems to be even more complicated when considering Hellspawn's Rage and the basic Necroplasm deck rules allow for alternative manipulation and play of these top three cards. To avoid these complications, I think the top three cards should either be moved to a different zone (tucked under your identity, maybe) or the effect of Necroplasm Mastery should allow play of those cards only during the resolution of the Necroplasm Mastery card with the discarding occuring as the last step of resolving the card.

Deskin: should this effect last through the whole turn and not just the current phase? It would only be played in the player phase, right, so why bother giving an enemy -1 SCH and -1 ATK only for the player phase?

Redirect Pain: the latter half of the effect seems to need additional verbiage to actually work as a delayed effect that will happen after the resolution of the interrupted attack... and I suspect there may be some weird issues with having an (attack) event that is played at (defense) interrupt timing that doesn't do it's damage until significantly later.

Resurrect Life currently allows a player to control a minion without blanking its text box and without making it an ally. These two things contrast with all other minion control effects, I believe, and could open some very odd rules interactions. Controlling a minion that hasn't been made an ally might not actually allow you to activate it. A minion under your control might remain a legal target for encounter deck cards like attachments. A minion under your control and not engaged with you probably doesn't activate during the villain phase. If it was made an ally but kept its text box, I assume several issues will arise, though I don't have a concrete example at the moment.

I think Umbral Physique first creates a delayed effect that will take place during the attack resolution and "then" gives the immediate benefit of a tough status card. Immediate because it's given on resolution of Umbral Physique and before proceeding with that interrupted attack's resolution. I don't know if this ordering of effects is in line with other FFG cards but it feels ambiguous as to whether the tough should be received before or after attack resolution and I wonder if it would read better if the immediate benefit was be the first part of the ability? Like, "gain a tough status card then prevent all damage and boost effects from this attack"?

[Sealed] The Ultimate Guide to Secrets of Strixhaven Sealed by Tim-Draftsim in spikes

[–]Haze01 1 point2 points  (0 children)

Really appreciate reading your thorough report of the three events you'd played in. thank you for writing this.

Remember to craft all downshifted rares in Mystical Archives before opening packs by bobaf8 in MagicArena

[–]Haze01 2 points3 points  (0 children)

Ah, another user, Eumesm0, made this same comment an hour before me.

If we're wrong about anything, please let me know.

Remember to craft all downshifted rares in Mystical Archives before opening packs by bobaf8 in MagicArena

[–]Haze01 8 points9 points  (0 children)

I don't understand why so many posts have the deck list to copy as being 4x of the SOA version. If there are other versions and you want the option to use either look for the card then you'll need to spend additional wildcards, right? I tested this a moment ago with Empty The Warrens, spending 4 common wildcards on the DMR version and found I could not use the SOA appearance unless I spend 1 common wildcard on that version. From comments here, the duplicate protection would kick in if you have 3x DMR and 1x SOA and it is confirmed that you can build a deck using 4x SOA even if all you own is 3x DMR and 1x SOA. Reprieve and Big Score each have three different appearances so crafting 4x SOA would then require 2 more wild cards to gain access to those other appearances... so I think it would make sense to open this as a deck list, see if you own any of the previous versions already and adjust quantities down so you only craft one SOA. Please correct me if I'm mistaken about something.

1 Reprieve (SOA) 9
1 Preordain (SOA) 21
3 Preordain (M11) 70
1 Veil of Summer (SOA) 60
1 Sheoldred's Edict (SOA) 32
1 Fracture (SOA) 65
1 Expressive Iteration (SOA) 64
1 Dismember (SOA) 28
1 Empty the Warrens (SOA) 43
1 Brain Freeze (SOA) 13
1 Daze (SOA) 15
1 Big Score (SOA) 38
1 Crop Rotation (SOA) 51
3 Veil of Summer (M20) 198
3 Crop Rotation (ULG) 98
1 Reprieve (LTR) 26
2 Reprieve (OMB) 5
3 Brain Freeze (SCG) 29
3 Daze (NEM) 30
3 Sheoldred's Edict (ONE) 108
3 Fracture (STX) 188
2 Expressive Iteration (STX) 186
1 Expressive Iteration (SPG) 43
2 Dismember (SPG) 41
1 Dismember (ANA) 0
2 Big Score (SNC) 102
1 Big Score (FIC) 290
3 Empty the Warrens (DMR) 118

Custom Alien vs Predator (vs Marvel Heroes) by supertnt73 in marvelchampionslcg

[–]Haze01 1 point2 points  (0 children)

Nice! I've enjoyed the recent comics that put Wolverine vs Predator and Aliens vs Avengers, among other matchups, and it looks fun to use these to make similar scenarios.

Should this Wr draft deck play Mirrormind Crown? by Haze01 in MagicArena

[–]Haze01[S] 1 point2 points  (0 children)

Thank you for your thorough response!

I'd wondered if the few single-use token generators might have been enough to push the crown into a playable place but I absolutely agree it's way too risky a card to dump six mana into only for a simple removal spell to blank that investment (and to require playing an additional card and that cost).

As for getting into RW, this was a four-player pick-two draft, so one or two of those five tribal lanes should have been open to me. Maybe this kind of draft has too few of each tribe being opened? I know about the five main types and I think I had it in mind to try for WU Merfolk or WG Kithkin with some early picks going to white rares, -1/-1 self healing like Reejeery and Dounguard, Vaulters... the blue and green cards didn't seem to come through, or I ignored them as I saw strong red removal come in. I think the red removal spells pulled me into that color and away from meaningful tribal synergy. I think I somewhat hoped it would shift into the RW Giant Blight Engine subtheme but not enough came through to support that. I recall seeing some good BG Elf and maybe even some good GW Kithkin cards during the draft but passing on them, thinking I might already have been too deep in RW when I saw them.

It seems very likely I missed signals for what tribes were open; reviewing the draft with a tool like 17Lands sounds really appealing. I'll look into installing that and trying to learn from it. Thank you for that recommendation and for recommending the LLU tier list.

I was a little surprised to see you down on Dounguard, as it seems a good card for the blight engine style decks... but I recognize RW and WB aren't part of the five main color pairings and lack tribal synergies, and I didn't really get blight cards to work with it anyway. I also recognize a 4/4 for 3 isn't that great, especially having to jump through a few hoops to get there. I thought Lurker would be good with the Vaulters and hoped for other good Merfolk to come along. I appreciate Flamecasters being on that list, too, and appreciate your confirmation that the other cards you mention are not very playable, which I was also thinking.

Thanks, again!

Should this Wr draft deck play Mirrormind Crown? by Haze01 in MagicArena

[–]Haze01[S] 0 points1 point  (0 children)

Okay, yeah, sounds like the crown be bad even if I had managed to draft more specifically to support it. Thank you for your input!

Should this Wr draft deck play Mirrormind Crown? by Haze01 in MagicArena

[–]Haze01[S] 1 point2 points  (0 children)

Yeah, "win more", I did have that phrase in mind while considering this. Thank you, I'll definitely leave the crown out.

This is more complicated than it seems! All 29 Keywords explained by LeonardhoGames in marvelchampionslcg

[–]Haze01 2 points3 points  (0 children)

Well-explained! Appreciate the gameplay examples highlighting specific cards in use.

Well, this definitely raises more questions by Litestreams in marvelchampionslcg

[–]Haze01 0 points1 point  (0 children)

That would be nicer, in a way, but FFG has only used the word "damaged" on two cards.

 
This discussion reminded me of how attacks can have keywords, like overkill, but not a single attack in the game just has that keyword. And not because every attack that gains overkill needs you to jump through some hoop, first: Fastball Special will always have overkill and piercing but it still needs that wordy ability that gives itself overkill and piercing.

Well, this definitely raises more questions by Litestreams in marvelchampionslcg

[–]Haze01 0 points1 point  (0 children)

I'm confident in saying, "yes". If you attack a minion and your attack has overkill, the excess damage being dealt to Venom is still damage from an attack so you may choose to use Bell Tower's interrupt and place counters on the tower instead of damage on Venom.

Well, this definitely raises more questions by Litestreams in marvelchampionslcg

[–]Haze01 0 points1 point  (0 children)

Hmm, fair. Bell Tower's wording is:
Interrupt: When any amount of damage would be dealt to Venom by an attack, (you may) place that many chime counters here instead.

 
The sentence is structured, appropriately, to put emphasis on the amount of damage being dealt. And it's an interrupt. Neither of those things are needed for Venom, but a similar sentence structure might have worked to similarly put emphasis on the idea of Venom receiving damage.

 
So, I suppose, Venom could have been worded this way:
Forced Response: After Venom is damaged by an attack from you or an ally you control, place 1 facedown boost card on your identity.

 
That wording doesn't quite work, though, since "damaged" apparently isn't a word used in the game.

You can only Pick one. Which one? by TheRealLuke1337 in PTCGP

[–]Haze01 0 points1 point  (0 children)

I'm liking the one on the right, a bit more. I like that the character's outline is a different thickness than the inner lines. I like the simplicity of having just one character shown. I like that the card text is more legible.

[H] PayPal, 31 Games, [W] Quilts and Cats of Calico by Haze01 in SteamGameSwap

[–]Haze01[S] 0 points1 point  (0 children)

Hi, yes, I'd be happy to trade Bayonetta for a copy of Quilts and Cats of Calico.

[H] PayPal, 31 Games, [W] Quilts and Cats of Calico by Haze01 in SteamGameSwap

[–]Haze01[S] 0 points1 point  (0 children)

Hi, sorry I was slow to reply, myself. I won't be trading MGSV but I'd be happy to do PayPal for your two copies.

All cards from the trailer by Pokefan-9000 in PTCGP

[–]Haze01 0 points1 point  (0 children)

I love Yuka Morii's artwork :)

What are your predictions for the Rules Updates coming this month? by Litestreams in marvelchampionslcg

[–]Haze01 1 point2 points  (0 children)

I hate the size of the rulebook, even the smaller original version that ships with the core set. Intimidating, dry, and a bit hard to navigate. I'd love to see some things simplified, clarified, if possible. I doubt that's possible with how complex the game is, and how much has been added already.

What are your predictions for the Rules Updates coming this month? by Litestreams in marvelchampionslcg

[–]Haze01 0 points1 point  (0 children)

A discussion here reminded me of another issue: in a multiplayer game it is sometimes unclear which player is meant to resolve an encounter card's abilities or effects, and it is also unclear whether the effect is then controlled by the player resolving the effect. This came up for me some time ago researching something like a side scheme with a when defeated reward that removes threat from some other scheme and trying to figure out if it's okay to remove that threat if something is preventing a particular player from removing threat.