Your will is mine

By LesPatatas, in Warhammer Invasion Rules Questions

Hi folks.

First time posting, so greets everyone.

I've search the forum/FAQ and I've seen this question asked but I can't find the official answer. Does the effect of "Your will is mine" is permanent or until end of turn.

I play casually with one of my friend. We tried avoiding reading about deck online as we just want to have fun and discover it for ourselves. So I read this card and tried to build a Dark Elf deck around it. I guess we are still very new to the game but we played a good 30+ games against each other and various deck. Anyways, I successfully pulled this around turn 5 or 6 (Slave Pen was on the first turn). When it hits we read it and decided that it looked like it was permanent. Well by saying that it was game over as he conceded next turn. So far we haven't encounter "I win" cards like often seen in CCG (used to play MTG). But this one looks like it is... if it's permanent. Any toughts on that ?

We will house rule it to be until end of turn as even for me... winning like this. No way really to stop was not that fun. Well maybe a little since it was just Kapow your dead. But I stil like to have the official answer for it. And what is your experience with this card ?

My rate for this game is still a solid 9.9/10.

The effect is permanent. See this thread: http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=154&efcid=4&efidt=587231&efpag=0#589589

Your Will Is Mine has the potential to be an "I win" card, sure. The reason you won't find any discussion about it (or the other epic spells) is that no one plays with it though. Not because it ruins the fun, but because it is way too expensive to be in competitive decks. Since it's just the two of you and you're purposefully avoiding deck building info, your decks probably aren't very competitive. That's perfectly all right, but it can lead to misconceptions about cards. You might have experienced yourself how long it can take to get to 10 resources (and how often games might end before someone does). YWIM is dead weight until then, it doesn't help you at all, and you would have been much better off with a cheaper card that would help you right now than an expensive one that might win you the match if you ever get to play it. A single Demolition or Burn it Down! on your Slave Pens would have kep you from getting to 10 resources. Plus, even if you do get to 10 resources, your opponent might just counter YWIM it with a cheap card like High Elf's Disdain, in which case you'd have blown all these resources for nothing. From what you describe, you probably had to sacrifice units to Slave Pen to get the resources and/or you could avoid having to play supports/units into your quest zone because you had YWIM in your hand right away, and your opponent had a lot of his units concentrated in one zone? In that case, you paid a high price indeed, and got lucky too. There are situations where YWIM doesn't even have that strong a swing effect on the game.

If you keep playing, and get better at building more streamlined, faster decks, you will see this more clearly. It's just very rare that one's able to play an epic spell, for it to go through, and really have a major effect. When it does, it might win you the game, but in all those other games you'd have been better off with a cheaper card.

Well said Mallumo. I would just add that it is very easy to get fixated on the purported awesomeness of one card. I remember when support destruction, as a mechanic, was not popular in our play group. Then one day someone decided that they were going to make a Dwarf deck that used a lot of support destruction and built many supports of their own, which lead to insanely disproportionate production in card draw and resources. It was a devastating introduction to our environment and changed the implicit value of a lot of cards. Now, the great thing about this style of card game, is that we haven't all started playing support destruction all the time, because you can get around it by not playing supports. Thus we see many kinds of decks, all because one day someone said "Let's try something new" instead of saying one card is the best.

Obviously as a MTG player you know all about meta, I just felt like throwing it out there that "I win" cards tend to be context specific. E.G., some people are starting to say stuff about "Swarm of Bats" creating an unstoppable rush that no one can counter, but it is specific to their play experience. Again, something you probably know. Welcome to WH:I, btw!

Alrighty!

Thanks for the answer. We might have reacted to quickly to it. But it's the first time one of us build something around an epic spell. And that one came very quickly. Yes, we are starting with the game. Yes, we tend to build our empire during the first few turns without paying too much attention to what's happening on the other side of the field.

We also build - so far - decks that were using mainly single race. We like to play this with the "spirit" of the races. At least, it allows us to understand the strenght/weakness of each race. Then mixing will arrive. This means that we have rarelly anything against Support cards, unless we play Dwarfs or Orcs. I need to reread the neutral cards. Burn it down! seems to do an ok job if you have a few Dev on the table. In any case, after 6-7 turns our economy is usually up the wazuh! so for us having 10 ressources is not an issue!

For now ill put it out of the deck and play something until we feel more confident about our knowledge of the pool of cards available. (we both bought everything available after a few play)

Support cards seem disproportionately strong in the base set because they include so few things that can destroy them. My early games seemed heavily decided by who could draw their key supports.