I have a specific question about The Siege Perilous, but I thought I'd make it a general thread
For The Siege Perilous, it says "Teammate may discard...to remove from permanent record." Does teammate refer to the other two teammates, or to the holder of the artifact? It occurred to my friend when I played it that teammate could refer to the person holding it, since it could possibly be the teammate of the character who initially played it, not the holder. I always though otherwise, since I thought the description on the card now belongs completely to the holder of the artifact. Plus if the former were true it would just be a bad description, but there are a few cards like that so I thought I'd ask.
I thought it was the teammate of the character (with the 5 or less intellect) that the artifact was played on.
Quote from: Nostalgic on April 30, 2011, 10:35:21 PM
I thought it was the teammate of the character (with the 5 or less intellect) that the artifact was played on.
No, that's right. The question was about how things are played AFTER getting the card down. My friend was basically thinking that "teammate" in the text describing the ability referred to the same teammate that "teammate with ___" refers to when initially playing it. That would make all artifacts card affects describing a teammate be referring to the character actually holding the artifact, but I know that's not the case with Inducer so it shouldn't be the case anywhere else.
Quote from: metaphist on May 01, 2011, 01:22:20 AMNo, that's right. The question was about how things are played AFTER getting the card down. My friend was basically thinking that "teammate" in the text describing the ability referred to the same teammate that "teammate with ___" refers to when initially playing it. That would make all artifacts card affects describing a teammate be referring to the character actually holding the artifact, but I know that's not the case with Inducer so it shouldn't be the case anywhere else.
Yea if the character "actually holding the artifact," as you said, was the last character on your team he/she/it couldn't use that particular artifact's ability.
So, I'm assuming our logic is correct if no one has chimed in...
What are your thoughts on the artifacts that raise a stat to 7 (Book of the Darkhold, etc)? It doesn't seem so useful since, in my own mind, the most attractive situation in which to use something game-lasting like that would be on your last man standing, usually the weak link. But of course, they wouldn't have the effect at that point, since the artifact holder would be dead...
No, the Artifact would remain.
When they say "teammate may..." they're referring to the same person who was "teammate with _ _" in the requirement.
So, with the Seige Perilous, if I use Mr.F to play it on Psylocke, then Psylocke is the teammate for the remainder of its play. Any time you want to remove a hit from Psylocke, she's the one who will be doing the discarding.
And with Image Inducer, if I use Psylocke to play it on Mr.F, then Mr.F is the teammate for the remainder of its play. Any time you want to move a hit to Mr.F, he's the one who will be doing the discarding.
And finally, if I use Mr.F to play The Book Of The Darkhold on Psylocke, she's the teammate who now has a 7 Intellect.
After a Tactic card is in play, the required involvement of the initial playing-character is gone.
That one's different. Say you had BoD placed on Beast. He could play that card on the X-babies giving them 7 intellect for the rest of the game. It doesn't matter what happens to Beast from that point on as the artifact is now "active" on the X-babies.
Those particular 'stat-boosting-type' :P artifacts basically allow some characters that may not be able to function on a team due their stat incompatablity to be usable since you can boost a stat so they're in line with the rest of the team. The obivous dangers with that are if you don't have adequate defense for that character, or some other "deterrant", until they can make use of the card to get the stat boost. As with everything, its all about a combination of factors that go into your overall strategy for a given team.
Edit: *THIS* (below)
Quote from: ncannelora on May 06, 2011, 01:11:54 PM
After a Tactic card is in play, the required involvement of the initial playing-character is gone.
Gotcha. So I'm good on who "teammate" refers to now, thanks guys.
So knowing that, a few more questions...
So for Siege Perilous only the holder can remove hits from themselves and themselves only, correct?
For Darkhold, can you use it on a 3-grid character? :P I'm assuming no, but I thought I'd ask.
Siege Perilous -- yes.
Darkhold -- The character has no grid of 5 or less Intellect, so no.
Can grid modifying artifacts be played on the reserve hero?
Quote from: mattkoz on September 04, 2011, 12:41:10 PM
Can grid modifying artifacts be played on the reserve hero?
unfortunately, no (except Serpent Society, because of their Inherent Ability). both characters are technically "playing" it, by putting it to use - even the Grid altering ones... or so I have been told :-\
Not sure if this has been asked somewhere else but can an Artifact be played on a reserve character or does the reserve have to move to frontline to have the artifact given to him/her? My group of players have finally been exposed to Artifacts so I want to make sure I get the rules down on those. :)
No, all requirements for Tactic cards must be met by the front line characters, unless modified by Inherent Abilities, events, etc. (Serpent Society is one of them).
Quote from: Jack on February 22, 2012, 02:20:44 AM
No, all requirements for Tactic cards must be met by the front line characters, unless modified by Inherent Abilities, events, etc. (Serpent Society is one of them).
Thanks Jack! I made a Spidey Villains strength team with Mysterio in the reserve but did wait for him to move to front line before I used Adamantium Tentacles on him. :)
If a character has a grid altering artifact played on him (say Serpent Crown on X-Babies), and Beyonder is a teammate, does Beyonder also benefit from the power grid boost?
Beyonder only uses his teammate's printed stats. Any alterations to an ally's grid is not applied to Beyonder as well.
Quote from: Demacus on May 08, 2012, 07:22:36 AM
Beyonder only uses his teammate's printed stats. Any alterations to an ally's grid is not applied to Beyonder as well.
Thanks for that info, Demacus. :)
On the subject of grid altering artifacts can the artifact be placed to either character?
im pretty sure it would only be placed to the hero meeting the initial requirement
Quote from: BasiliskFang on December 17, 2012, 02:52:16 PM
im pretty sure it would only be placed to the hero meeting the initial requirement
that is correct
So, can you place an artifact to a frontline character and not have a teammate use it immediately? Like placing a card to be played later, say with the reserve moving to frontline?
And when you "play" the artifact to the teammate, what is the status of the card? Placed, in play, etc, and to what character? What's the technical wording? Earlier in this thread, someone said the artifact remains after the character who initially played it was ko'd and the teammate stll got the effect. So I'm assuming its possible that:
Battle one: I place Book of Darkhold to Mr. Fantastic.
Battle three: Rhino moves to the frontline. Mr. Fantastic and Rhino play Book of Darkhold to Rhino. Book of Darkhold is "in play" and its effect last until Rhino is ko'd or someone plays a special card that disrupts the artifact somehow.
Is this a correct scenario, and what ways are there to disrupt the artifact?
You can place artifacts to any of your characters provided they meet the requirements to 'bestow' the artifact to a teammate. It counts as the Tactic placed slot so you can only have one of Artifacts or Doubleshots placed on a character at a given time.
They are considered in play as per The Ultimate Nullifier's wording (http://overpower.ca/cards/artifact/17.png).
Once they are in play, they are attached to whomever contributed the "teammate" portion of the card until they are KO'd. The other character was simply a pawn and does not need to be alive after playing it and them being KO'd has no effect on the artifact at all.
Artifacts do not get reattached to revived characters.
Ultimate Nullifier removes all Artifact cards in play. Nightcrawler's FP (MV) (http://overpower.ca/cards/specials/955.png) also removes it. Image's LU specials prevent the Ultimate Nullifier and the FP from taking cards away.
so you can play artifacts to the reserve?
So an LF special can only target an artifact if it's placed, but once its attached to a teammate, it can no longer be targeted?
Quote from: BasiliskFang on December 30, 2012, 05:46:40 PM
so you can play artifacts to the reserve?
Quote from: Jack on February 22, 2012, 02:20:44 AM
No, all requirements for Tactic cards must be met by the front line characters, unless modified by Inherent Abilities, events, etc. (Serpent Society is one of them).
Quote from: thetrooper27 on December 30, 2012, 07:07:01 PM
So an LF special can only target an artifact if it's placed, but once its attached to a teammate, it can no longer be targeted?
There is
placed and
in play, two completely different concepts.
I'll take that as a yes. I'm sorry.
yeah
so if thor has the serpent crown placed and wants to give it to cap
hydra can play http://overpower.ca/cards/specials/630.png
forcing thor to lose the serpent crown
or a placed doubleshot
of course use can use an AI special like http://overpower.ca/cards/specials/1364.png
and if cap does have the serpent crown on him(in play) and gets hit by http://overpower.ca/cards/specials/955.png
cap loses the crown
Are any artifact abilities considered too good? With only one or two ways to get them off the table once they're in play, do you think the game needs more ways to force opponents to discard them?
Quote from: thetrooper27 on December 31, 2012, 04:04:35 PM
Are any artifact abilities considered too good? With only one or two ways to get them off the table once they're in play, do you think the game needs more ways to force opponents to discard them?
I've never thought so... I will say that one of my favorites is the Shadow Helmet, even though it seems under-used.
I really like Shadow Helmet myself.
Which artifacts are used most? What kinds of strategies use them? The stat boost artifacts are a no-brainer, but Pym Particles and some of the other artifacts seem to need a particular deckbuild to be useful. Any advice or suggestions?
big fan of pym particles i am(like to draw 10 cards)
QuotePym Particles is a HUGE part of the strategy in my 2 "Highlander" decks, with Department H, and especially the Muir Island deck.
Early, it allows me to do 2 things; 1) I can draw 10 cards w/no discards (assuming no KOs), but increase my opponent's likely dup'ing. and 2) I can get to the Power Pack quicker, which is usually to my advantage with these particular Highlander decks.
Later, it allows me 1 VERY important strategy in the Power Pack - drawing only 6 cards. In a Highlander deck, you're never going to have a Power Pack bigger than 8 cards, but you might very well have only 7 or even 6 left. Capping your opponent's hand size helps prevent their card advantage (for both my Highlander decks). Then, when you throw in the DTR Aspect of Muir Island, that small Power Pack hand size is emphasized.
those thing are good too
Quote from: thetrooper27 on January 05, 2013, 11:54:45 PM
I really like Shadow Helmet myself.
Which artifacts are used most? What kinds of strategies use them? The stat boost artifacts are a no-brainer, but Pym Particles and some of the other artifacts seem to need a particular deckbuild to be useful. Any advice or suggestions?
Pym Particles is a HUGE part of the strategy in my 2 "Highlander" decks, with Department H, and especially the Muir Island deck.
Early, it allows me to do 2 things; 1) I can draw 10 cards w/no discards (assuming no KOs), but increase my opponent's likely dup'ing. and 2) I can get to the Power Pack quicker, which is usually to my advantage with these particular Highlander decks.
Later, it allows me 1 VERY important strategy in the Power Pack - drawing only 6 cards. In a Highlander deck, you're never going to have a Power Pack bigger than 8 cards, but you might very well have only 7 or even 6 left. Capping your opponent's hand size helps prevent their card advantage (for both my Highlander decks). Then, when you throw in the DTR Aspect of Muir Island, that small Power Pack hand size is emphasized.