Hi everyone,
I enjoy WHI and I was playing it all last season in Poland. I like that Bloodquest Cycle brings power to High Elves, amny combo cards and extended use of quest cards… but many rules are unclear and discutable. To enjoy the game, especially competitive like Invasion, there cannot be place for many interpretations hos some things work or not. I will give some problematic samples and… FFG please - give us new FAQ and fix that issues.
A) Arcane Power - that spell was "limited" during our Nationals becouse even after last errata that card combine with 2 Gathering the Winds, Star Crown Fragments + Burying the Grudge/Innovation or Order in Chaos is just too powerful. examples with Legend or hero + artifact from Heroic Task:
2x Gathering the Winds, some expendable spell with cost 0 or 1 like Scroll of Asur and Arcane Power. We play AP first than expendable spell in response. Scroll or other spell is resolved, Gathering is discarded, than we resolve the Arcane Power, draw a card and return Gathering. During that operation we get 2 tokens on second Gathering and can repeat that proces to draw all deck, seal it with Convocations of Eagles, produce unlimited resorces, drop 3rd gathering and have any number of tokens, play Eltharion, Loreseeker + Seam Master, ensure the win with White Tower Aspirant or kill opponent some other way. That can happen quite easy during second turn.
Another combo works with Burying the Grudge or Innovation for 5 resources, Arcane Power and Star Crown Fragments, that gives us unlimited card draw, tokens on Loreseeker and Ancient Depts Repaid or just Dwarf Ranger endless damage from for example Veteran Slayer sacrificed and returned to hand as many times we want. Thanks to ADR, Burying the Grudge, Innovation and Stand Your Ground, dwarves can also start the combo on turn 2.
As I wrote before, only solution for Arcane Power second turn unlimited combos are limitation to 1 Arcane Power per turn.
B) Gathering the Winds - playing many spells from 1 GtW is really strong option, but playing attachment-spells like Judgement of Loec during opponent's turn on action without chance to response is just sick overpower, that controls quest, most valuable units or any attack… and with Arcane Power can be easy repeated. FFG PLEASE !!! attachment-spells should be playable from Gathering only during controlling player's turn not anytime…
C) Mage of Loec - canceling any "action" also tactics is really powerful, but probably not overpowered… but why ruling of that card allows to cancel all actions in one chain/stack? Please limit that ability somehow to one action in chain/stack.
D) Reckless Engineer - we have X developments and X supports card with any cost on top of our deck. We sacrifice X developments in response one to other, we resolve the ability and… first support is put into play, kill the engineer… and what with 3 next supports? we also put that cards into play or not? In my opinion, if damage equal to support cost cannot be dealt to engineer, revealed cards even supports should be discarded.
E) end turn fase - is end of combat fase also the "end of fase"? for example - Did Master Rune of Valaya protect the player from damage from Snotling Invasions? that could be nice, but maybe also should be calrified in FAQ.
NEW -> F) What about unending horde : If I play unending horde's action for zero and Troll Vomit in response. Are the units destroyed by vomit able to go to the battlefield when I resolve unending horde's action?
Until that problems are solved I am not playing WHI… The new preatty well looking Cycle is coming, so that is good time to fix problems with cards from Bloodquest Cycle, right?