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Subject: Is there any limit of mana or life? rss

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ma joonseok
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can I have max 34 mana or can I have more?

same question to Life. can I have more life than listed on status sheet?
 
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Jonathan Challis
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mjoons wrote:
can I have max 34 mana or can I have more?

same question to Life. can I have more life than listed on status sheet?


Yes you can - none of those stats are limited. It does say this in the rulebook (P7 for Mana, might be in the FAQ for Life).

All are unlimited - it's very rare that you are playing well and would need bigger tracks though.
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ma joonseok
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i see. thank u
 
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Peter Cooper
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Kelanen wrote:
All are unlimited - it's very rare that you are playing well and would need bigger tracks though.


Surely if you are playing the priestess, it's very rare (with Sunfire Amulet, special rules and other bonuses) that you wouldn't need a bigger track! We've frequently gone well past one life track with the priestess and the Beastmaster.
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Jonathan Challis
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That's possibly true, although you would generally do much better by NOT playing the amulet.
 
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Brian VanAlstyne
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How do you figure?
 
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Jonathan Challis
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It's a weak card. Most strong decks are quite aggressive, and the action and mana are better spent elsewhere.

There are so many turn 3-5 kills, and Priestess life gain doesn't slow most by even a turn. Now realistically you should be able to defend to slow those aggressive starts, but still don't bank on a game longer than 10 turns unless you have a very solid and flexible plan for doing so.
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Ivan Kidd
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Jonathan has a point that it does take awhile to pay off the investment for Sunfire Amulet, but I don't think it takes an unreasonable amount of time. I think 5 life for it is enough to make the mana cost worth it, and plenty of games last long enough for that to occur. That is my opinion though, others may differ. My opinion also happens to be that it's not worth the Spell Points to include...I can typically find cheaper ways to include the healing I feel I need.

The most common way I've seen people go over the life tracker is a Warlock with Drain Soul. That one spell is all it takes to put him off the board. It is expensive, but it can give you a guaranteed 6 damage to kill off a creature AND increase your life +6, so it is a common tactic by one of my friends. It's not that useful against a Non-Living build though, which isn't found in my local meta currently but I understand is quite common in most places.
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Jonathan Challis
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That's a fair point. I rarely put non-living creatures in my decks (and end up casting them less often - Gorgon Archer being the notable exception), but I do always put a Drain Soul in my Warlock/Necromancer decks in case. It's good enough when it pays out to be worth the spell points when it's in school.
 
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Brian VanAlstyne
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Kelanen wrote:
It's a weak card. Most strong decks are quite aggressive, and the action and mana are better spent elsewhere.

There are so many turn 3-5 kills, and Priestess life gain doesn't slow most by even a turn. Now realistically you should be able to defend to slow those aggressive starts, but still don't bank on a game longer than 10 turns unless you have a very solid and flexible plan for doing so.


You must play with an interesting group since I've rarely even seen damage inflicted by turn 3. My groups games normally last about an hour or more and last 12-15 rounds so those extra lives added by the amulet plus any holy enchantments/incantations are sometimes the difference between a win and a loss.
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Jonathan Challis
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DevilSoprano wrote:

You must play with an interesting group since I've rarely even seen damage inflicted by turn 3. My groups games normally last about an hour or more and last 12-15 rounds so those extra lives added by the amulet plus any holy enchantments/incantations are sometimes the difference between a win and a loss.


You realise there are turn 3 kills in the game?

Now to be fair you can see it coming, and every deck should be prepared with ways out of it, or they are lousy decks, but you can do it against someone that just buffs up for 3 turns.

There are a lot of Turn 4 kills, and any mage can do a turn 5 kill, in many possible permutations. That doesn't mean that you often pull them off, because a good player takes countermeasures to prevent these. But spending 3-4 rounds pottering around not putting damage on the table is the perfect storm for all of these quick kills...
 
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Andrei Koenig
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In one of my games, I rolled 22 dice worth of damage on Turn 2.
My opponent's reaction is another story. modest

But aggressive is definitely the name of the game
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Jonathan Challis
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koenigcitizen wrote:
In one of my games, I rolled 22 dice worth of damage on Turn 2.


Two Force Pushes? And he moved badly...
 
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