Rhonas
AresOmega
Posts: 75 Match Maker
Rhonas the Indomitable is the new runaway carriage. An evergreen that states a unit doesn't take damage from any source? Given reach with mantle of webs? Makes me wish I had it myself to play with. It is almost as if the devs don't even playtest their cards outside of excel or something ...
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Thats one of the Gods, right? Then it can't attack or block unless a certain condition is met. Still powerful, but not broken (I think)
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You have to have another creature power 8 or greater. Sadly not hard to achieve especially since 8 is the base power level of most mythic rare creatures, especially purchasable mythics.
They did up the requirement from 4 power on the paper card to 8 here, but since creatures reinforce rather than act separately, I think power of 10 might have been better to wake him up.2 -
Put it in a Garruk deck and game over. Might as well just quit the match.0
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I just looked at the card. Nowhere does it say it reduces all damage sources to 0.
Was there an errata I missed?0 -
@Ohboy Take a look at the evergreen symbol on the card. I tried to kill it with smite the monstrous, no dice. And with mantle of webs cast on it and Garruk's 8/8 wolf tokens on the board, it turned into unkillable blocker that would not die by any means available to me. I had a Hixus out for 2 turns, but it didn't last long enough for me to retry killing it while it was disabled.
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can you destroy them with spells, or are they like the original UC and completely impervious to everything. I've found flesh bag doesn't work but I've yet to try the various other spells and disabling0
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There is a thread in the bug section answering most of the questions here, FYI
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Prevent damage is bugged boys. You'll be able to smite it when they fix that1
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@Phase the thing is, it is not like this creature has prevent damage. The evergreen icon states specifically that "This creature does not take damage from any source" leading me to believe that until D3G changes the way kill spells work, that this issue will not be resolved until that happens. Currently, it seems like kill spells just apply damage equal to the target creature's toughness to kill it. With this specific card, that cannot be done with the evergreen coded in the way that it is. Looks like I found my next chase card until it is fixed.0
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AresOmega said:@Phase the thing is, it is not like this creature has prevent damage. The evergreen icon states specifically that "This creature does not take damage from any source" leading me to believe that until D3G changes the way kill spells work, that this issue will not be resolved until that happens. Currently, it seems like kill spells just apply damage equal to the target creature's toughness to kill it. With this specific card, that cannot be done with the evergreen coded in the way that it is. Looks like I found my next chase card until it is fixed.
I remember they fixed that, but maybe they dig up old, wrong code when creating the evergreen mechanic and card symbol for prevent damage that now also makes the creature immune to kill spells?0 -
I've pulled the red and white gods but haven't had a chance to use them yet. I'd best get on to that.0
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@AresOmega Nah it's basically prevent damage. The bug prevents Undergrowth Champion from dying to "destroy" cards as well, which explicitly says "prevent damage" on its ability (but not the card, since it's actually restricted to combat only! coded as a trigger that responds to damage). The gods are suffering from the same issue.
Furthermore, the new support "Gideon's Intervention" says also "prevent damage" right on the card, and causes your creatures to all gain that funny new icon. So all signs point to bugged "prevent damage". Expect this to get fixed soon.
Until then, slap mantle of webs on your Rhonas and enjoy the free wins I guess /shrug
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Yeah the interaction is way too strong in its current bugged form. The gods were never meant to be indestructible or they would have come up with a new keyword for it.0
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Phase said:Yeah the interaction is way too strong in its current bugged form. The gods were never meant to be indestructible or they would have come up with a new keyword for it.
Though the important difference that matters here is that in paper magic, most creatures can't block more than one other creature per combat. That's why prevent damage needs to not be outright indestructible. It's too game-breaking. Unless maybe they made the gods never able to block. Even if you could kill spell them, certain colors will never be able to deal with it, like green, and blue if you never pulled Turn to Frog.0 -
blue can bounce it I guess.
Green is really **** in this aspect, last made blatantly obvious by runaway carriage...and before that, undergrowth champion.0 -
Ohboy said:blue can bounce it I guess.
Green is really tinykitty in this aspect, last made blatantly obvious by runaway carriage...and before that, undergrowth champion.0 -
Might I introduce you all to one of the best cards in the set, Cast Out?
Deals with gods very well, and is only an uncommon. If you aren't playing white your life will be far more difficult.4 -
@wereotter yeah in the paper game! I guess I should have said "evergeen ability" huh, since that's what they call it here...
@toastie even better is cast out has 3 shields and cycles for some stupidly low cost. The card is an absolute monster. It even shuts down token stacks like sandwurm convergence and TSN0 -
toastie said:Might I introduce you all to one of the best cards in the set, Cast Out?
Deals with gods very well, and is only an uncommon. If you aren't playing white your life will be far more difficult.
white already has no problems with it, with or without cast out. lots of removal.0
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