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Guards of Atlantis: Tabletop MOBA» Forums » Rules

Subject: Multiple cards for defense? rss

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King Maple
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Harjumaa
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Can you defend by discarding multiple cards? It says you can play them to defend, from your hand, but doesn't say you're limited to 1.

Yet it says you lose only if the defense value of the card is lower - since multiples are not mentioned, I suppose you're restricted to 1?

And green cards, they have no use to be ever played other than the secondary action or as a reaction?

 
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Mark Bigney
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Kingston
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The limitation to 1 card is clear, as your own interpretation supports. The defense section refers to your defense card in the singular, and indeed there is one attack (from Wuk or Hanu, I can't remember which is which) that allows you to play more than one in defense--so normally you're allowed one.

Several green cards have actions associated with them--Wasp's Daunt, the Spellsword's Waveform. Why would you say they're only good for secondary or reaction?
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Tyler Ryan
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Regarding discarding multiple cards, you may only discard multiple cards if you are being attacked by Hanu, who has the "Slam" attack which explicitly declares that you may discard up to two cards to defend. Every other attack must be a single card.

Regarding a green card's skill being relatively useless, I find the green cards exceptionally useful! That being said, like with any of the cards, if used incorrectly it could hinder you significantly.

For example:

Wasp's Telekinesis / Magnetic Harpoon can be used to pull players out of position and set up the next turn / round for ganking. They can also be used to pull a minion out of range of an enemy, preventing them from attacking it the next turn.
Swift's Tactical Jump ability is imperative to setting up her next attacks and avoiding conflicts.
Arien's Displacement, much like Wasp's Telekinesis line, can be used to pull players out of position or denying minion kills for the next turn.
Sabina's Command line obviously can be used to expedite minion combat to push a lane when the other team is not prepared.
Ignatia's Path of Ashes allows for blocking heroes. Which could be significant when lanes are about to be pushed and / or separating heroes from minions.
Dodger's Curse can be used to deny leveling up, preventing heroes from gaining more powerful cards for at least another round.
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