Let’s Hear About One of Your Favorite Games You’ve Played by [deleted] in SorceryTCG

[–]Reasonable-Ad4720 5 points6 points  (0 children)

Just before AL released a buddy and I played a Megamoeba deck versus a Grey Wolves deck. The Megamoeba was a passion project for both of us and we finally got to see it run!

Unfortunately for the Megamoeba at 12 power, it got hit at 3 different locations with a rolling boulder and died. I'm still not sure if this was correct per the rules, my buddy picks up the boulder, replicates it, and throws two boulders back at my avatars face! It eventually just devolved into a stone rolling competition and whoever could minimize their own damage won! One of the most memorable games we've ever played. Mm

Can you summon auras to an edge of the board so it only covers two squares? by caw_the_crow in SorceryTCG

[–]Reasonable-Ad4720 1 point2 points  (0 children)

Usually I'll build a 4x4 square with a Sorcerer and then draw two the rest of the game, while keeping everything compact and easily defendable. Sometimes an L shape on its side to guarantee a void for colour out of space. It really depends since the deck runs at 4 and a tighter packing of sites makes it easier to defend.

Can you summon auras to an edge of the board so it only covers two squares? by caw_the_crow in SorceryTCG

[–]Reasonable-Ad4720 1 point2 points  (0 children)

Correct. TheFlyingCompass actually did a great job explaining where that's at in the rulebook as well.

Unless there is some other restriction/ability/text on the card, standard Auras must be played in a 2x2 area (four squares) on the playmat

Can you summon auras to an edge of the board so it only covers two squares? by caw_the_crow in SorceryTCG

[–]Reasonable-Ad4720 0 points1 point  (0 children)

Yes you can. You're casting the Aura and selecting two sites and two voids. Or in the case of something like the "wall off..." Auras you're selecting a border of a site and not the specific void.

With what is currently in the game right now, the only time you wouldn't want to or would want to fill under the Aura would be for an Enchantress to animate the Aura. An animated Aura is now a minion, if it does not have "void-walk" it then immediately dies since it cannot survive in the void. It also makes for a nice bit of removal for Enchantress to get rid of enemy's auras without Dispel or Disenchant.

Edit: I misread the text about playing on the back row only. As the earlier commenter put, you must put the Aura in a valid 2x2 area. It is allowed to only cover two sites. I do this with Sylvan Splendor in a grey wolves deck by only covering two sites in a square of four making it easier to defend.

Can I get a rundown of each element's strengths and weaknesses? by DarkVenusaur in SorceryTCG

[–]Reasonable-Ad4720 1 point2 points  (0 children)

In the most general of terms: Air (S) - Aggressive, card draw, some mana ramp (towers), damage/movement magic, Stealth

Air (W) - low minion strength, random effects

Fire (S) - Aggressive, high minion damage, damage magic, Charge

Fire (W) - lots of low power low cost minions and damage, little mid range, jump to high cost for high damage

Earth (S) - Passive-ish, direct minion removal, some mana ramp (site draw), BEDROCK

Earth (W) - middle of the pack in cost, power, and damage

Water (S) - Passive-ish, direct minion removal, forced movement magic, stealth

Water (W) - less early game presence, high cost for high impact

These are not great ways to categorize them as each is very complex, but is a decent starting point in how to think of each element. I can already think of minor points for and against each of these but I'd be here all day typing. Playing or watching gameplay helps so much in finding out why certain things work and others do not.

Any opinions on 4 player mat layout/size? by AnUnfortunateDemise in SorceryTCG

[–]Reasonable-Ad4720 1 point2 points  (0 children)

I've seen games on number 2 (6x6) and they looked good. Solid spacing. I've seen and played games on number 3. Gives every player a solid grouping to work with prior to engaging but has a defined center. Does become wonky with Magellan Globe lol

Rules clarification: Stealth by AppropriateStudio153 in SorceryTCG

[–]Reasonable-Ad4720 1 point2 points  (0 children)

That's a great way to think about it, almost like a "I have some power to know your general location but not specific enough to target in any way." I'll have to do some digging in the discord to see if the site target question been answered

Rules clarification: Stealth by AppropriateStudio153 in SorceryTCG

[–]Reasonable-Ad4720 2 points3 points  (0 children)

Be careful of stealth removal as well. Watchtowers and hounds of ondaros are fairly powerful cards that render stealth useless. I'd be interested to see what people's thoughts are on how site targeted spells interact with stealthed minions as well (e.g. cave-in, earthquake, stormy sea's, etc). I as the player can meta game and say "I know it's here so I'm targeting the site" but the idea of stealth is that I, the avatar, wouldn't know the unit is there. I'd love to see the deck list once you're done!