Avacyn's Madness Start Time (9/27/16)

LakeStone
LakeStone Posts: 1,377 Community Moderator
edited September 2016 in MtGPQ General Discussion
Hi Everyone -

Update v1.7 is now live and I am sure many of you are checking out the new Coalition features out. While you are doing that, we wanted to provide you an update and let you know that the Avacyn's Madness Event doesn't start until tomorrow (9/28). The main activity hub message screen may be confusing as it doesn't list a time when the event starts. To find out when the event starts, please click on the information button and you will see when the event starts plus some additional event info.

We hope you enjoy the new update and good luck in the event!

Comments

  • nexus13
    nexus13 Posts: 191 Tile Toppler
    How about some details on the event and how it plays so we can add a bit of strategy and not have to rely as much on luck.
  • Coppertouret
    Coppertouret Posts: 169 Tile Toppler
    Yeah, listing secondary objectives would be a great help.
  • Cthulhu
    Cthulhu ADMINISTRATORS Posts: 410 Site Admin
    Summary: Defeat Avacyn's minions to deal damage to her health bar.
    Players fight 15 different PVE encounters, 5 different nodes of 3 opponents.
    Players must defeat the first opponent of a node to access the second one and so on.
    The Nodes have 3 charges each.
    Players earn individual Progression rewards for personal total damage dealt, and coalitions are ranked by the total damage dealt during the time of the event.

    I do not have secondary objectives right now, maybe someone can chime in with what they are tomorrow morning?

    icon_greengoblin.png Cthulhu icon_greengoblin.png
  • Morphis
    Morphis Posts: 975 Critical Contributor
    Cthulhu wrote:
    Summary: Defeat Avacyn's minions to deal damage to her health bar.
    Players fight 15 different PVE encounters, 5 different nodes of 3 opponents.
    Players must defeat the first opponent of a node to access the second one and so on.
    The Nodes have 3 charges each.
    Players earn individual Progression rewards for personal total damage dealt, and coalitions are ranked by the total damage dealt during the time of the event.

    I do not have secondary objectives right now, maybe someone can chime in with what they are tomorrow morning?

    icon_greengoblin.png Cthulhu icon_greengoblin.png
    What is most important is: Is the total number of attempts limited in some way or not?

    That's a crucial point!
  • Coppertouret
    Coppertouret Posts: 169 Tile Toppler
    Cthulhu wrote:
    Summary: Defeat Avacyn's minions to deal damage to her health bar.
    Players fight 15 different PVE encounters, 5 different nodes of 3 opponents.
    Players must defeat the first opponent of a node to access the second one and so on.
    The Nodes have 3 charges each.
    Players earn individual Progression rewards for personal total damage dealt, and coalitions are ranked by the total damage dealt during the time of the event.

    I do not have secondary objectives right now, maybe someone can chime in with what they are tomorrow morning?

    icon_greengoblin.png Cthulhu icon_greengoblin.png

    Were you able to gain information?
  • Hmmm instead of telling us where to go for this info, (which is a good thing to know), why don't you also post the time here. Then people can just see it here and now, and check out the info later. Right now my device is turned off and charging. I thought I would visit the forums while I wait and catch up on the posts for the new patch. I was glad to see the post heading, because this was something I had wondered. So now in about 45 minutes I'll get the information instead of having it readily available in this post. It would be appreciated if someone posted the time. Thank you. I would be surprised if I was the only person disappointed when they couldn't just come to this post and find the time.
  • ZW2007-
    ZW2007- Posts: 812 Critical Contributor
    It starts at 12 pm EST, same time that all other events start. I think the point of the post was to clarify that it started on 9/28 rather than 9/27 like the game made it seem.

    Edit: Starts in about 23 mins.
  • Cragger
    Cragger Posts: 316 Mover and Shaker
    The bonus points are in some cases exclusive. Good luck taking less than 10 and more than 25 damage in one match.
  • mouser
    mouser Posts: 529 Critical Contributor
    Maybe I'm missing it somewhere, but what's the reward for reducing the Boss health to 0%?
  • Buret0
    Buret0 Posts: 1,591
    Cragger wrote:
    The bonus points are in some cases exclusive. Good luck taking less than 10 and more than 25 damage in one match.

    Well, no one is meeting both objectives for those, so we are all on even playing fields.
  • Fiddler
    Fiddler Posts: 251 Mover and Shaker
    The bonus points in every challenge are exclusive of each other. The first is worth 3 points, the second 2 points.
    If you miss the first you can still try for the second, generally.
    This is by design, and similar to many matches in story mode. I find it better executed here though.
  • Bazingaconnor
    Bazingaconnor Posts: 17 Just Dropped In
    Fiddler wrote:
    The bonus points in every challenge are exclusive of each other. The first is worth 3 points, the second 2 points.
    If you miss the first you can still try for the second, generally.
    This is by design, and similar to many matches in story mode. I find it better executed here though.

    Most from this event are exclusive. There are a couple that are not, such as one where you play without lifelink, and also lose creatures (I think it was Watcher in the Web?)

    I definitely agree that this is a better system of side objectives though.
  • mouser
    mouser Posts: 529 Critical Contributor
    Also agree the side objectives are more enjoyable then those in most other events. I think the main reason is that most of the objectives don't require you to stall out the game until you can draw and play the objective condition cards like often happens with Terror. And there's not as much uncomfortable deck finagling necessary to shoehorn the optional objectives in.
  • Cthulhu
    Cthulhu ADMINISTRATORS Posts: 410 Site Admin
    Here is my best, each node is only one as I'm sure you have seen by now!

    Quilled Wolf
    - Ability: Summon a 2/2 green Wolf creature token.
    Secondary: Take low damage (lose 10hp or lose)
    Secondary: Take high damage (lose 25hp or more)

    Defeat: Stormrider Spirit
    - Ability: Drain 3 mana from your opponent.
    Secondary: Low spell cast (cast 3 or less spells)
    Secondary: High spell cast (cast 6 or more spells)

    Hulking Devil
    - Ability: Summon 2 1/1 red Devil creature tokens.
    Secondary: Low support cast (call 3 or less supports)
    Secondary: High support cast (call 6 or more supports)

    Defeat: Twins of Maurer Estate
    - Ability: Deal 3 damage to your opponent and gain 3 life.
    Secondary: High HP remaining (have 40 or more HP at end of fight)
    Secondary: Low HP remaining 9 (have 15 or less hp at end of fight)

    Defeat: Spectral Shepherd
    - Ability: Summon 3 1/1 white Spirit creature tokens.
    Secondary: Defender (cast 0 defenders)
    Secondary: Creatures died (have 5 or more of your creatures die)

    Defeat: Heir to the Night
    - Ability: All Vampire you control gets +1/+1.
    Low creatures died (4 or less creatures were killed)
    Creatures died (6 or more creatures you own were killed)

    Defeat: Flameblade Angel
    - Ability: Deal 3 damage to your opponent and each of their creatures on the battlefield.
    Secondary: Low creatures killed (kill 4 or less creatures)
    Secondary: Creatures killed (kill 7 or more creatures)

    Defeat:Watcher in the Web
    - Ability: Disable the first creature your opponent control until the beginning of your next turn.
    Secondary: Lifelink (0 creatures with lifelink die)
    Secondary: Creatures died (more then 7 creatures you control died)

    Defeat:Ormendahl, Profane Prince
    - Ability: Destroy all gems from your opponent's color.
    Secondary: Low rounds kill the enemy in 7 or less rounds)
    Secondary: Low creatures died (have less then 5 creatures die)

    Defeat: Awoken Horror
    - Ability: Summon 2 2/2 black Zombie tokens.
    Secondary: Take low damage (lose 15 or less hp)
    Secondary: Take high damage (take 60 or more damage)

    Defeat: Soul Swallower
    - Ability: Summon a 2/2 green Wolf creature token.
    Secondary: Low creatures died (have less then 3 creatures die)
    Secondary: Creatures died (have 9 or more creatures you control die)

    Defeat: Persistent Nightmare
    - Ability: Summon 2 2/2 black Zombie tokens.
    Secondary: Low spell cast (cast 2 or less spells)
    Secondary: High spell cast (cast 9 or more spells)

    Defeat: Wolf of Devil's Breach
    - Ability: Summon 2 1/1 red Devil creature tokens.
    Secondary: Take low damage (recieve 25 or less damage)
    Secondary: Take high damage (take 90 or more damage)

    Defeat: Geier Reach Bandit
    - Ability: Summon 3 1/1 white Spirit creature tokens.
    Secondary: Low creatures killed (have 5 or less creatures killed)
    Secondary: Creatures killed (have 8 or more creatures you control killed)

    Defeat: Avacyn, the Purifier
    - Ability: Deal 3 damage to your opponent and each of their creatures on the battlefield.
    Secondary: High HP remaining (have 90 HP or more at end of fight)
    Secondary: Low HP remaining (have 20 or less hp at end of fight)

    icon_greengoblin.png Cthulhu icon_greengoblin.png
  • arNero
    arNero Posts: 358 Mover and Shaker
    Cthulhu wrote:
    Here is my best, each node is only one as I'm sure you have seen by now!

    Quilled Wolf
    - Ability: Summon a 2/2 green Wolf creature token.
    Secondary: Take low damage (lose 10hp or lose)
    Secondary: Take high damage (lose 25hp or more)

    Defeat: Stormrider Spirit
    - Ability: Drain 3 mana from your opponent.
    Secondary: Low spell cast (cast 3 or less spells)
    Secondary: High spell cast (cast 6 or more spells)

    Hulking Devil
    - Ability: Summon 2 1/1 red Devil creature tokens.
    Secondary: Low support cast (call 3 or less supports)
    Secondary: High support cast (call 6 or more supports)

    Defeat: Twins of Maurer Estate
    - Ability: Deal 3 damage to your opponent and gain 3 life.
    Secondary: High HP remaining (have 40 or more HP at end of fight)
    Secondary: Low HP remaining 9 (have 15 or less hp at end of fight)

    Defeat: Spectral Shepherd
    - Ability: Summon 3 1/1 white Spirit creature tokens.
    Secondary: Defender (cast 0 defenders)
    Secondary: Creatures died (have 5 or more of your creatures die)

    Defeat: Heir to the Night
    - Ability: All Vampire you control gets +1/+1.
    Low creatures died (4 or less creatures were killed)
    Creatures died (6 or more creatures you own were killed)

    Defeat: Flameblade Angel
    - Ability: Deal 3 damage to your opponent and each of their creatures on the battlefield.
    Secondary: Low creatures killed (kill 4 or less creatures)
    Secondary: Creatures killed (kill 7 or more creatures)

    Defeat:Watcher in the Web
    - Ability: Disable the first creature your opponent control until the beginning of your next turn.
    Secondary: Lifelink (0 creatures with lifelink die)
    Secondary: Creatures died (more then 7 creatures you control died)

    Defeat:Ormendahl, Profane Prince
    - Ability: Destroy all gems from your opponent's color.
    Secondary: Low rounds kill the enemy in 7 or less rounds)
    Secondary: Low creatures died (have less then 5 creatures die)

    Defeat: Awoken Horror
    - Ability: Summon 2 2/2 black Zombie tokens.
    Secondary: Take low damage (lose 15 or less hp)
    Secondary: Take high damage (take 60 or more damage)

    Defeat: Soul Swallower
    - Ability: Summon a 2/2 green Wolf creature token.
    Secondary: Low creatures died (have less then 3 creatures die)
    Secondary: Creatures died (have 9 or more creatures you control die)

    Defeat: Persistent Nightmare
    - Ability: Summon 2 2/2 black Zombie tokens.
    Secondary: Low spell cast (cast 2 or less spells)
    Secondary: High spell cast (cast 9 or more spells)

    Defeat: Wolf of Devil's Breach
    - Ability: Summon 2 1/1 red Devil creature tokens.
    Secondary: Take low damage (recieve 25 or less damage)
    Secondary: Take high damage (take 90 or more damage)

    Defeat: Geier Reach Bandit
    - Ability: Summon 3 1/1 white Spirit creature tokens.
    Secondary: Low creatures killed (have 5 or less creatures killed)
    Secondary: Creatures killed (have 8 or more creatures you control killed)

    Defeat: Avacyn, the Purifier
    - Ability: Deal 3 damage to your opponent and each of their creatures on the battlefield.
    Secondary: High HP remaining (have 90 HP or more at end of fight)
    Secondary: Low HP remaining (have 20 or less hp at end of fight)

    I haven't gone and fought Avacyn yet, but I had already expected she had the same **** power like Tyrant of Valakut from OGW event the last time. Slightly less damage, but **** all the same. This will be a problem for Sorin since he has no innate ability to boost toughness....

    Anyway, some of these enemy abilities are really confusing. Werewolf summoning zombies? Persistent Nightmare getting help from Gisa? Ohrmendahl getting more mana boost from green matches? the list goes on...

    And bloody hell.... there are TOO MANY ENGULF THE SHORE in the enemy decks! icon_evil.gificon_mad.gificon_e_surprised.gif </rant>
  • James13
    James13 Posts: 665 Critical Contributor
    Avacyn's battle seems to have an odd bug regarding the secondary objective. I ended a fight with her at full health (thanks to lots of lifelink) but didn't get the secondary 90+ health bonus. The low health didn't trigger either (my final health was 102 on a level 52 PW). Another person in my coalition also noted failing the objective with a high 90+ final health total.
  • I've gotten the Avacyn low health objective at single digit health.
  • Hi, how is that possible, when Avacyn kills my Runaway Carriage, that actually "prevent damage" has? So can it be that all spell proof creatures are useless against this boss? icon_eek.gif
  • Pqmtg-
    Pqmtg- Posts: 282
    Ozzman wrote:
    Hi, how is that possible, when Avacyn kills my Runaway Carriage, that actually "prevent damage" has? So can it be that all spell proof creatures are useless against this boss? icon_eek.gif

    Runaway carriage doesn't have prevent damage anymore. Don't try to cheese a boss haha.