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Post by Zxqueb on Jan 23, 2007 10:10:33 GMT -5
Hey guys -- did you see the slaugherwheel thread on the wotc forum? Brokenness abound. Basically it goes like this:
Slaughterwheel has the following ablity: (blade): Deathrip - Choose a single-blade ability of target creature in your graveyard. Until end of phase, this creature has that ability. Activate that ability as if (blade) were assigned to it.
You corpsebuild a slaughterwheel and a warpstriker into your graveyard.
Strike with a SW on the board. Assign deathrip to deathrip. Use that deathrip to deathrip. Continue that a billion times. for a billion and one, you deathrip the warpstrike. Then resolve backwards, using the billion warpstrikes you now have to clear all cells that the SW is not in. I can't imagine that they won't FAQ or errata this ability quickly, but as it stands now, Jeff V is on record that it works.
ouch.
Z
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Post by warlord1985 on Jan 23, 2007 16:32:30 GMT -5
I wouldn't allow anyone to do that if I was playing. Thats the kind of thing that WILL be FAQ'd, so why do it. Just my humble opinion. Kind of like leaving Banned Cards lie, "Don't Be A Douche".
-W
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Post by southpaw13 on Jan 23, 2007 20:34:50 GMT -5
Go Twins!!!
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Post by vladdswrath on Jan 23, 2007 22:09:52 GMT -5
And this is why Dreamblade is superior to Warhammer. Let's see a Skaven army go infinite!!
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Post by Zxqueb on Jan 24, 2007 7:41:02 GMT -5
After talking with Josh P. I realized that I misunderstood the interaction. Basically if you recur the deathrip a million times, you get a million single blade abilities which can be triggered by blades in the next combat of the phase. The copys go away on the next action phase, so you would strike on the first combat and skirmish your guy out of the cell into another one with an enemy creature. Than when you strike in the new cell, you can warpstrike (or whatever) as many times as you roll blades since you have a million copies of deathrip waiting in the hopper. It's good, but not even good enough to build an army around, I don't think. Definitely not the brokenness I thought it was!
Good thing too!
Z
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Post by warlord1985 on Jan 24, 2007 16:32:08 GMT -5
I always did think the interaction was screwy. Way to blow it out of proportion!
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Post by vladdswrath on Jan 24, 2007 16:49:08 GMT -5
I'm to dumb to figure out what the hell is going on. If ain't broke, I ain't worried about it....
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Post by pipgamer on Jan 24, 2007 18:34:58 GMT -5
I'll tell ya what though, dale and i did some testing with the slaughter wheel and that thing is nuts, our corpsebuilt targets with the butchers were the World Eater (trample+crit2) and the knight of strife and joy (skirmish2) and all ya really need is 2 wheels +2 random creatures and you practically won if you managed to get a combat. But at the cost of 9 each its not a combo that goes off quickly and there are plenty of statigies to prevent it from going off
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Post by Zxqueb on Jan 25, 2007 10:08:38 GMT -5
Skirmish 2 with no defender downside would be quite nice. It seems like you need to run lots of spawn options to get it all going well. Mutation might be good to allow getting out the bigger guys (or at the very least the butchers) without needing to waste spawn on temples in the early game. What sort of list are you guys thinking about?
Z
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Post by pipgamer on Jan 26, 2007 11:11:26 GMT -5
we had a double temple build put together for the slaughter wheel mess, I don't recall all the pieces we were using, but we are now looking into other weird stuff like 3x temples in a drake build and at the reaper/aviax combo. There is alot of territory to cover for this set.
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Post by Zxqueb on Jan 26, 2007 12:11:16 GMT -5
Reaper / Aviax seems like a no brainer. You can really ruin someone's say with that one.
I don't know if SW will be top tier, but it definitely allows some intesting interactions.
I'm going to be intested to see if all the location hate in this set keeps locations from being worthwhile. 3 temples could be a serious liability if you have them consistently negated, banished or destroyed. On the other hand, I can see the barag becoming even more useful (not that it wasn't before) since it's harder to negate.
Z
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Post by pipgamer on Jan 26, 2007 19:36:59 GMT -5
well, after trying a few games against some of the anti location statigies, i found that the redundant temples help. The arsonist seems to be the most effective out of the ones in the new set since the slime may never hit the board costing 9F, and if the spawn gets that high you can play a barag and not need the temples early on anyways, and when you play three temples the granadier can only hit one location, and using it causes a spawn gap between you and your opponent (you get 2 spawn back for the temple making its destruction an overall loss of 1 while your opponent loses 5 spawn assuming appease). The arsonist isn't to bad but it doesn't bring much dice to the board for its cost.
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