#Pyro Salamancer Discussion | Beyond Eternity #20

1 messages · Page 1 of 1 (latest)

slim nova
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Welcome to the Pyro Salamancer discussion! You can comment with:

-Strategies you like to use with this card
-Strategies you like to use against this card
-Situations when you like to play it and/or Mindbug it
-Rules questions you have about this card
-Anything else you want to say about it!

And if we're lucky, we'll get a fun fact about this card from Christian!

Power: 6
Keyword(s): N/A
Ability: Play: Boost 1 card to a creature. Defeat exactly 2 creatures with equal power.

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I'm back! Much thanks to @tame urchin for posting in my absence 😄

tame urchin
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I find this card's play effect a bit harder to trigger. But since it's a play effect, it's possible to save it for the right moment and hit it. The best case scenario would be to boost with a negative effect creature (such as cursed Gorillion) and defeat 2 enemy creatures of any power level. It can lead to crazy advantage!

grand vapor
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I think tou often get to defeat two enemy creaturs with this, as you can use the boost to make the math work (or somewhere else if it already works)

dusk merlin
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Yes. It might be worth sacrificing one of your own creatures to defeat a problematic enemy creature.

grand vapor
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Yeah it can be 🙂 but hitting 2 is of course the best

mighty shuttle
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I think it's pretty easy to create asymmetrical game states in which you can defeat 2 creatures while your opponent can't really use it. Also can this card defeat itself? I don't think we've had cards with play effects before where the ruling was not clear when it comes to this? I believe the card hits the board and then the effect is resolved, or is it the other way around @grand vapor ?

slim nova
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@mighty shuttle I'm almost certain that it can defeat itself. And the second sentence doesn't say "You may defeat...", so if there is exactly one pair of creatures with matching power after you Boost, those creatures must be defeated, even if one of them is Pyro Salamancer.

tame urchin
mighty shuttle
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I meant so far we've never had a play effect that can defeat itself. So it was never even an option

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So it was never a debate. Imo the ruling is pretty clear but since it couldn't happen before i wasn't 100% sure

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Also how exactly does boosting work? From context i figured you pick a card from your(?) Discard pile and attach it to a creature. They get +1 power. Do they return to the discard pile after the boosted creature was defeated? After reading the peacasus discussion i reckon they return to the discard pile

mighty shuttle
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Hmm interesting, so if i boost with a card from my opponent it will end up in my pile.. there are quite some passive discard pile effects. Sounds skill-expressive

tame urchin
# mighty shuttle I think it's pretty easy to create asymmetrical game states in which you can def...

I now understand your original question. I will try to clarify, it could perhaps be useful for future readers.

  • The play effect will trigger after the creature enters play. So the Pyromancer itself can also be a valid target for its effect.
  • The effect lets you boost 1 to any creature. That means you can take 0 or 1 cards from any discard pile and put it under any creature (itself, allied or enemy).
  • The (defeat) effect is mandatory (however do note that boosting is always optional as the rulebook says "upto X"). So you must defeat exactly 2 creatures of same power. This can include the Pyromancer itself.
  • There may be more than 2 creatures that share the same power, there may be multiple such duos, trios etc. The player can decide exactly which 2 to defeat.
  • There may also be no 2 creatures with equal power. In that case, nothing is defeated.
mighty shuttle
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Thank you, perfect! Yeah this card is excellent imo. Big board swings in specific scenarios similar to kangasaurus, gives you even control over negative/positive discardpile effects.

tame urchin
# mighty shuttle I meant so far we've never had a play effect that can defeat itself. So it was n...

I can think of some related examples. So the Pyromancer can most intuitively and accidentally defeat itself on play. The Earwig Assassin can do the same. But it's an optional effect linked to a card discard, so you can easily control that.

Other examples which are more prone to such accidents are based on attack effects. The Majestic Manticore and the Count Draculeech can both defeat itself when attacking at the wrong time.

mighty shuttle
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Yeah draculeech and manticore came to mind, but I was not certain if play effects interact the exact same way. Earwig assassin i don't know yet but good to know

tame urchin
mighty shuttle
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Looks like the new set is gonna be great. But hard to judge without playing experience

mighty shuttle
tame urchin
mighty shuttle
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I will get them both anyway. Btw. The deck i'll get for placing top4 is an even later new set right?

tame urchin
grand vapor
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I can confirm that the play effect happens after a card enters play and that everything kush wrote is correct 🙂

grand vapor
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I am not sure what the prize was for you Yanis, sorry, I was not working with the prizes.

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I am quite sure that you will enjoy the Beyond expansions 🙂

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Pyro can indeed defeat itself and unlike Count Draculeech, it might even be a good idea here

mighty shuttle
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Dw, i can ask someone 🙂 it said smth about beta review print deck or smth. I'm sure it will be a later expansion/release