Spell zone
Author: f | 2025-04-24
The field spell zone is not considered a Spell Trap zone. Weirdly I remember this from Salamangreat Heatleo, who only targets cards in the Spell Trap zones, which does not There seem to be three spellings: timezone, time-zone, and time zone. The Oxford English Dictionary defines time-zone,[^1] but curiously, also uses the time zone spelling.[^2] At
Does the field spell zone count as apart of your spell or trap
The change is legal.Example: Arc Trail is a sorcery that reads “Arc Trail deals 2 damage to any target and 1 damage to another target.” The current targets of Arc Trail are Runeclaw Bear and Llanowar Elves, in that order. You cast Redirect, an instant that reads “You may choose new targets for target spell,” targeting Arc Trail. You can change the first target to Llanowar Elves and change the second target to Runeclaw Bear.115.7f A spell or ability may “divide” or “distribute” an effect (such as damage or counters) among one or more targets. When changing targets or choosing new targets for that spell or ability, the original division can’t be changed.115.8. Modal spells and abilities may have different targeting requirements for each mode. An effect that allows a player to change the target(s) of a modal spell or ability, or to choose new targets for a modal spell or ability, doesn’t allow that player to change its mode. (See rule 700.2.)115.9. Some objects check what another spell or ability is targeting. Depending on the wording, these may check the current state of the targets, the state of the targets at the time they were selected, or both.115.9a An object that looks for a “[spell or ability] with [a number of] targets” checks the number of times any object or player was chosen as the target of that spell or ability when it was put on the stack, not the number of its targets that are currently legal. If the same object or player became a target more than once, each of those instances is counted separately.115.9b An object that looks for a “[spell or ability] that targets [something]” checks the current state of that spell or ability’s targets. If an object it targets is still in the zone it’s expected to be in or a player it targets is still in the game, that target’s current information is used, even if it’s not currently legal for that spell or ability. If an object it targets is no longer in the zone it’s expected to be in or a
Zone of Truth - Spells - D D Beyond
Overly long template description have been fixed[-] RMG: No more than 48 towns can now be set per map (previously, exceeding this number would cause crashes)[-] A bug has been fixed where the timer running out while on the spell selection screen in spell research would crash the game[-] A bug has been fixed where the game would crash after entering the cheat code for increasing the contrast[-] A bug has been fixed where an AI-controlled hero would begin moving in circles because of the incorrect evaluation of spells granted by the Aurora Borealis[-] Town Gate now cannot be placed on water[-] The hint featuring incorrect number of creatures to be killed when attacking a copy of a stack created by the Clone spell has been fixed[-] A bug has been fixed where the cursor would remain artifact-shaped if it was so before exiting the exchanging heroes screen in a town[-] A bug has been fixed where the ESC hotkey would cause issues with the exchanging heroes screen[-] Fixed: the previously 'fixed' bug with the Faerie dragon spell frequency has been reverted, as it was found not to be a bug[-] A bug has been fixed where the spells in Tower's Library could copy other existing spells when loading savegames made in pre-1.5 versions of HotA[-] Some memory leaks tied to dialogue elements have been fixedHeroes 3: Horn of the Abyss 1.5.4 - Gameplay[+] If both heroes died as a result of a battle, they will not turn up in taverns, unless all other ones have become unavailable[-] RMG: In the 6lm10a template, the unguarded 21–22 and 24–25 connections are now always land passages[-] RMG: In the 6lm10a template, the frequency of Dragon Utopias has been increased from 100 to 200. A limit has been introduced: no more than 1 Dragon Utopia per player and AI-controlled player starting zone and the adjacent ones; no more than 2 Dragon Utopias per silver treasury zone[-] RMG: In the Diamond template, all 4 roads from each player's starting zone are now mandatory[-] RMG: In the Diamond template, the frequency of Dragon Utopias has been increased from 100 to 200. A limit has been introduced: no more than 1 Dragon Utopia per player and AI-controlled player starting zone[+] RMG: Wide connections between random map zones now also work in the underworld[-] The value of casting element protection spells by upgraded elementals has been decreasedZone of Truth Spells - DnD 2025 - AideDD
It’s on targeted.115.1b Aura spells are always targeted. An Aura’s target is specified by its enchant keyword ability (see rule 702.5, “Enchant”). The target is chosen as the spell is cast; see rule 601.2c. An Aura permanent doesn’t target anything; only the spell is targeted. (An activated or triggered ability of an Aura permanent can also be targeted.)115.1c An activated ability is targeted if it identifies something it will affect by using the phrase “target [something],” where the “something” is a phrase that describes an object and/or player. The target(s) are chosen as the ability is activated; see rule 602.2b.115.1d A triggered ability is targeted if it identifies something it will affect by using the phrase “target [something],” where the “something” is a phrase that describes an object and/or player. The target(s) are chosen as the ability is put on the stack; see rule 603.3d.115.1e Some keyword abilities, such as equip and modular, represent targeted activated or triggered abilities, and some keyword abilities, such as mutate, cause spells to have targets. In those cases, the phrase “target [something]” appears in the rule for that keyword ability rather than in the ability itself. (The keyword’s reminder text will often contain the word “target.”) See rule 702, “Keyword Abilities.”115.2. Only permanents are legal targets for spells and abilities, unless a spell or ability (a) specifies that it can target an object in another zone or a player, or (b) targets an object that can’t exist on the battlefield, such as a spell or ability. See also rule 115.4.115.3. The same target can’t be chosen multiple times for any one instance of the word “target” on a spell or ability. If the spell or ability uses the word “target” in multiple places, the same object or player can be chosen once for each instance of the word “target” (as long as it fits the targeting criteria). This rule applies both when choosing targets for a spell or ability and when changing targets or choosing new targets for a spell or ability (see rule 115.7).115.4. Some spells and abilities that refer to damage require. The field spell zone is not considered a Spell Trap zone. Weirdly I remember this from Salamangreat Heatleo, who only targets cards in the Spell Trap zones, which does notHow To Spell Zone (And How To Misspell It Too)
Not resolve if its targets are invalid. If all targets are invalid, no part of the spell has any effect, even if some parts of the spell would've affected something other than the targets. Such spells are simply removed from the stack without resolving. This is informally known as fizzling, and was formerly called being "countered by game rules". A spell with one or more valid targets remaining will still resolve, but any of its effects that relate to the invalid targets will not happen.Targeting for activated abilities is done at the time of activation, just like spell targeting is done at the time of casting. Triggered ability targeting is done when the ability goes on the stack, except that if there are no valid targets, the ability is removed from the stack immediately.[ | ]Hexproof, Protection, and the discontinued Shroud are static abilities that directly prohibit certain kinds of targeting.Causing spells or abilities to fizzle by making their targets invalid is a preventative response tactic similar to countering. Ways to cause this include:Removing a target from the zone it was in when it was first targeted. This causes the spell or ability to "lose track" of the target, even if it returns to the original zone. Bouncing, flickering, sacrificing, or returning a card from a graveyard all cause this.Phasing does not change zones, but similarly "hides" the target from a spell.Granting one of the aforementioned prohibited-target abilities, like Hexproof, to objects that have already been targeted makes them invalid targets.An effect that changes an object's type, color, power/toughness, or other qualities may cause it to violate the restrictions of the spell or ability, making it an invalid target.Certain triggered abilities have conditions based on something being targeted in a specific way, leading to a wide variety of effects. For example, Zada, Hedron Grinder has a positive interaction with certain spells targeting it, the Ward ability attempts to counter such spells, Wild Defiance can operate both aggressively or defensively when other objects are targeted, and creatures with the Illusion ability react poorly to being targeted.Most effects that copy a spellSpelling Bee Fundraiser Ideas - Fundraising Zone
With a dedicated button or the Alt key [+] Two-hex units now may move back one hex in combat [+] Spell research mechanic has been introduced, allowing for replacement of spells in your Mage Guild at a cost [+] The player now can refuse the secondary skill offered in a Witch Hut or by a Scholar [+] Orb of Inhibition and Recanter's Cloak are now banned by default [+] On recasting Fly after improving your Air Magic skill or equipping Angel Wings, the spell level will now go up and spell points will be spent [+] A new neutral creature, the Leprechaun, has been introduced, along with its dwelling, the Alehouse [+] A new object has been introduced: the Ruins. Defeat Skeletons/Wights/Wraiths/Skeleton Warriors/Power Liches in quantities of 10/2/2/10/1 — 20/3/3/10/1 — 30/5/5/20/2 — 40/7/7/20/2 to get reward of 1000–2000–3000–4000 gold and reveal the map within a radius of 10. RMG value is 10, density is 100, spawns only on Highlands terrain [+] A new object has been introduced: the Mineral Spring. It gives +1 to Luck and +600 movement points until the end of day. RMG value is 500, density is 50, spawns only on Highlands terrain, no more than one per zone [+] A new object has been introduced: the Hermit's Shack. It improves a random secondary skill once for each hero. RMG value is 1500, density is 80, spawns only on Highlands terrain, no more than three per zone [+] A new object has been introduced: the Gazebo. It gives 2000 experience for 1000 gold once for each hero. RMG value is 1500, density is 50, appears on Highlands terrain [+] A new object has been introduced: the Junkman. It allows for selling artifacts (excluding spell scrolls) at half theif face value. RMG value is 200, density is 40, spawns only on Highlands terrain, no more than one per zone [+] Dragon Utopia's passable square pattern has been altered [+] RMG: Pandora's boxes now contain 150 peasants instead of 330, value is unaffected [-] Experimental Shop is now guarded by 40/80/120/160 Iron Golems, down from 50/100/150/200 [-] Artifact levels in the Temple of the Sea reward have been altered. It now yields 4 artifacts at all times, and at least one relic [+] RMG: Pandora's Boxes and Seer Huts now can be spawned with any creatures, provided sufficient object value [-] RMG: Ancient Lamp is now banned [-]Anti-Magic Zone - Spell - WotLK Classic - Wowhead
2 times. Clinging Fog and Crystallized Dreams have been removed. VENTHYR Gnarled Key reduces Door of Shadows cast time by 20% (was 10%) and reduces its cooldown by 6 seconds per stack (was 3 seconds). Stacks up to 5 times (was 10). DEATH KNIGHT New Anima Power: Entropic Pool (Epic) – Dealing damage with Death and Decay increases damage you deal to the target by 2%. This effect stacks. New Anima Power: Bone Borrower (Rare) – Death Grip reduces the target’s damage dealt to you by 20% for 10 seconds, and animates a Risen Skulker or Magus of the Dead for 1 minute. Damage dealt by the minions summoned by Bone Borrower and Bone Harvester have been significantly increased. Occult Emitter has been redesigned – Now increases Runic Power generation by 100% while affected by your Anti-Magic Shell or Anti-Magic Zone. Monstrous Concoction has been redesigned – Now increases damage and attack speed for you and all your minions by 10% for 8 seconds whenever you cast Death Coil. Exterminator has been redesigned – Now gives 2 additional max charges of Death Grip and killing a Mawrat resets all charges. Stacks 2 times. Darkreaver’s Ward now also increases Anti-Magic Shell duration by 3 seconds and no longer increases the spell damage reduction of Anti-Magic Zone. Darkreaver’s Lens spell reflection now also applies to Anti-Magic Shell. Creeping Decay now grants Death and Decay an additional charge, rather than 10% damage reduction. Death Turf now also reduces damage you take from enemiesLOST LANDS 5: ICE SPELL ~ Guia Zone - Blogger
The Devil Is in the Detail updated[-] Added a possibility to generate mt_TeamJebus RMG template on M size[-] On 6lm10a RMG template the roads on wide connections and most of center zone connection are disabled[-] Black'n'Blue RMG template updated[+] Added RMG template check before on-line game, and a warning in case the template is modified[-] Mirrored templates now have synchronized upgraded neutral stacks and obstacle placement in combat[-] Minimal volume setting has been decreased; overamplification at the top setting has been fixed[-] Multiple maps and texts have been fixedHeroes 3: Horn of the Abyss 1.5.1 - Full Changelog:Version 1.5.1 is available!Contains some bugfixes and minor improvements. Introduces some new scenarios, a few decorations and hero-portrait improvements.HotA bugs [-] Fixed a potential crash after right-clicking objects [-] Fixed a potential corruption of the Shipyard after a turn review [-] Fixed a bug where a stack of Archangels could resurrect itself [-] RMG: Fixed a potential crash while generating a map, caused by the zone repulsion mechanic [-] RMG: Fixed a bug where wide zone connections could disrupt the mandatory road structure[-] Fixed a bug where spell research would become unusable after a siege in an online game[-] Fixed a number of graphic artifacts in online play for the inactive player during an ally's turn [-] Fixed a bug in online play where an inactive player would have the minimap rendered in windows where it's absent [-] Fixed the wrong Faerie Ring sound clip [-] Fixed the impassable hex layout for one of the Highlands combat obstaclesIn-game experience[-] Creatures generated on beginning of a new month now won't be spawned closer than two squares from existing creatures on the adventure map [-] RMG: Maximum per zone for Taverns and Hermit Shacks is down to 1 (except on the Jebus Cross, mt_Jebus, and mt_TeamJebus templates, where the maximum is still 3)[-] RMG: Maximum per zone for Mineral Springs on the Jebus Cross, mt_Jebus, and mt_TeamJebus is up to 3Heroes 3: Horn of the Abyss 1.5.1 - Graphics[+] Added 5 new Puddle decorations for the highlands terrain[-] Fixed portraits for the following heroes: Gem, Coronius, Marius, Olema, Gunnar, Alamar, Sephinroth, Zubin, Merist, Aenain, Brissa, Labetha, Gelare[-] Fixed the male Cleric hero sprite on the adventure map [-] Fixed one of the highland obstacle sprites in combat [+] Lightning spell animation has been increased in duration Heroes 3: Horn of the Abyss 1.5.1 - Map. The field spell zone is not considered a Spell Trap zone. Weirdly I remember this from Salamangreat Heatleo, who only targets cards in the Spell Trap zones, which does not There seem to be three spellings: timezone, time-zone, and time zone. The Oxford English Dictionary defines time-zone,[^1] but curiously, also uses the time zone spelling.[^2] At
Are the words spell (as in spell a word) and spell (as in
• Magical KnightRD • Plant • Psychic • Pyro • Reptile • Rock • Sea Serpent • Spellcaster • Thunder • Warrior • Winged Beast • Wyrm • ZombieAlchemical† • Civilian† • Data† • Food† • Ghost† • Omega Arms† • Pixie†MonstertypesNormal • Effect • Non-Effect • Ritual • Fusion • Synchro (Dark† • Accel† • Delta Accel† • Limit Over Accel†) • Xyz • Pendulum • Link • MaximumRD • Token • Spell • TrapAlloy† • Broadcast† • Burst† • Chain-force† • Chainlink† • Chaos† • Code† • Composition† • Constellation† • Construct† • Cosmic† • Cross† • Crossover† • Dark Bind† • Delta† • Dreamer† • Emblem† • Enchant† • Enhance† • Esper† • Evolute† • Evolution† • Extract† • Extreme† • Galaxy† • Hybrid† • HYPERFORCE† • Imaginary† • Legend† • Legion† • Maestro† • Mana† • Marshal† • Master† • Mega† • Mirage† • Mixmatch† • Neon Positive† • Nova† • Overdrive Monster†(Hawkatana†) • Parallel† • Persona† • Plasma† • Positive† • Pressure† • Quasar† • Reactor Monster† • Resolve† • Reverse† • Royal† • Spectrum† • Spiritual† • Terrain† • Timewarp† • Transmute† • Triad† • Unification† • Unity† • Upgrade† • Voodoo† • Wild Card† • Xynchro†MonstersubtypesTunerAugment† • Base† • Catalyst† • Chainling† • Driver† • Transaxle†Special SummonAbilitiesFlip • Toon • Spirit • Union • GeminiArmor† • Breakdown† • Legion† • Overlimit† • Overload† • Power Generator† • Soul† • Timeshifted†SpellNormal • Continuous • Field • Equip • Quick-Play • RitualBlast† • Cometshower† • Conjoint† • Link† (Link Equip†) • Splice†TrapNormal • Continuous • CounterCometshower† • Field† • Conjoint† • Ritual† • Splice†SkillNormal • Continuous • FieldOther†Equip • Ritual • Speed Spell (Normal • Quick-Play • Ritual)Non-game • Character • Checklist • FAQ • Strategy • TipRelatedArchetype • Series • Card evolutions • Support • Anti-supportGamemechanicsGeneralMatch • Duel • DRAW • Surrender • LP • Counter • Damage (Battle • Piercing • Effect) • Card limits ((Deck (Minimum • Maximum) • Hand • Three-card rule) • Spell Speed • Position (Face-down • Face-up) • Battle position (Attack Position • Defense Position) • Mana Position† • Public knowledgeAreasDeck (Main • Extra • Side) • Field • In Play • Hand • Graveyard • Limbo† • AttachedZonesColumn • Deck • Extra Deck • Monster • Main Monster • Extra Monster • Spell & Trap • Field • PendulumCross† • Event Horizon† • Moving† • Rune Zone†God Spells : Written Spells, Spoken Spells and Spell Enchancers
To be visited by the closest hero [+] A hero now will automatically learn new spells if his Wisdom skill has been improved while in a town [+] RMG: Units guarding potentially path-blocking objects now are limited to one third of total zone value [+] RMG: Unpickable objects now can't be spawbed on roads [+] RMG: Long, winding roads are now less commonly generated [+] RMG: While generating mandatory roads, only the shortest one of multiple interzone passages is now usedSoD bugs [+] A hero's primary skill value now can't overflow or zero out [+] A hero's stack number now can't overflow (partial fix) [+] Fixed a bug where AI could fly using the Water Walk spell [+] Water events now won't trigger while passing over them using Fly or Water Walk [+] Fixed a bug where creatures could be granted multiple times from a one-time local event [+] Fixed a bug where a unit of upgraded creatures could vanish after defeating a hero [+] Fixed a bug where a bonus to movement points would be gained from Lighthouses in towns under enemy control [+] Fixed a bug where a guest hero's last stack could be disbanded in the Kingdom View mode [+] Fixed a bug where creatures under the Berserk spell effect could attack a stack that was not the closest to them [+] Fixed a bug where stacks could be slain using the Earthquake spell. Arrow tower AI is now calculated correctly while casting the spell. [+] Fixed a bug where the game could crash on visiting a Hill Fort [+] If Magic Mirror reflects a spell into a stack that's currently on the clock, the stack will now end its turn [+] A stack that was blinded, turned to stone or paralyzed after a retaliation now won't get a high-morale based second attack [+] AI can now cast Berserk [+] AI now calculates the Hypnotise spell duration correctly [+] AI now can raise upgraded creatires usung the Necromancy skill [+] Fixed a bug where winning hero could still lose his army after winning an AI vs AI battle [+] Fixed a bug where AI determined the objects to be visited by the closest hero incorrectly [+] Fixed a bug where AI would miscalculate whether a hero controlled by enemy could pass through Border Guards or Gates [+] AI now considers the presence of Aurora Borealis in towns. The field spell zone is not considered a Spell Trap zone. Weirdly I remember this from Salamangreat Heatleo, who only targets cards in the Spell Trap zones, which does notIntroduction to Solaris Zones - Zones - LDOMS Zones
Start with "Yami" on the field), optionally activated when a player meets certain conditions (e.g. Draw Sense: Spell/Trap ensures the next drawn card is a Spell or Trap Card after the player's Life Points have dropped by 1800), always activate when a condition is met (e.g. Chain Reaction inflicts damage when the player activates a Trap Card), or simply apply passively for the entire Duel (e.g. My Warrior Buddies boosts the ATK of Level 4 EARTH Warrior-Type monsters).During special events (such as the Turbo Duel Grand Prix event and Raid Duel events), players may have an EX Skill in addition to the regular Skill. The EX Skill is a special Skill provided by the event, and does not prevent the usage of the normal Skill.Some Skills put restrictions on Deck building (e.g. Territory of the Sharks requires all monsters in the Main Deck and Extra Deck to be WATER) or on the player themselves (e.g. Clear Wing Acceleration prevents the player from Normal or Special Summoning monsters, except Synchro Monsters and WIND Dragon or Machine monsters) in order to be used.Some Skills add cards to the player's hand, or play cards on to the field, from the player's possession or from outside the Deck, or may remove cards from the game entirely. Any monster played on to the field with a Skill is treated as it were properly Summoned with its own method. Any Trap Set by a Skill can be activated during the same turn.Pendulum Zones normally occupy the left and right Spell & Trap Zones, like in New Master Rule onwards.ARC-V characters have Skills that add dedicated Pendulum Zones to their own field, separate from the Spell & Trap Zones, like in Master Rule 3.Extra Monster Zones are placed between the two sides of the field in first and third columns, and follow the same rules as Master Rule (April 1, 2020 revision):Link Monsters in the Extra Deck and monsters Pendulum Summoned from the Extra Deck can only be Special Summoned to an Extra Monster Zone, or a Main Monster Zone pointed to by a Link Monster.Fusion, Synchro, and Xyz Monsters in the face-down Extra Deck can be Special Summoned to any Monster Zone.Extra Links are not allowed. Cards whose effects mention Extra Linking have those effects removed, such as "Topologic Gumblar Dragon".Rush Duel[edit]The Rush Duel format was added in September 28th, 2023. Rules follow the real-life version, with the following exceptions:Each player can have one Skill.Each player must have 30-40 cards in their Main Deck (instead of 40-60).Each player starts with 6000 LP, rather than 8000.Modified cards[edit]Some cards have their effects modified from the TCG and OCG to suit the Speed Duel format. With the exception of "Crystal Beast Emerald Tortoise", cards with modified effects began to be released on September 29, 2020. Starting in June 2022, these cards are marked with a "DL" icon in the shop (but not in most other locations). So far, these changes have only been applied to Speed Duels and notComments
The change is legal.Example: Arc Trail is a sorcery that reads “Arc Trail deals 2 damage to any target and 1 damage to another target.” The current targets of Arc Trail are Runeclaw Bear and Llanowar Elves, in that order. You cast Redirect, an instant that reads “You may choose new targets for target spell,” targeting Arc Trail. You can change the first target to Llanowar Elves and change the second target to Runeclaw Bear.115.7f A spell or ability may “divide” or “distribute” an effect (such as damage or counters) among one or more targets. When changing targets or choosing new targets for that spell or ability, the original division can’t be changed.115.8. Modal spells and abilities may have different targeting requirements for each mode. An effect that allows a player to change the target(s) of a modal spell or ability, or to choose new targets for a modal spell or ability, doesn’t allow that player to change its mode. (See rule 700.2.)115.9. Some objects check what another spell or ability is targeting. Depending on the wording, these may check the current state of the targets, the state of the targets at the time they were selected, or both.115.9a An object that looks for a “[spell or ability] with [a number of] targets” checks the number of times any object or player was chosen as the target of that spell or ability when it was put on the stack, not the number of its targets that are currently legal. If the same object or player became a target more than once, each of those instances is counted separately.115.9b An object that looks for a “[spell or ability] that targets [something]” checks the current state of that spell or ability’s targets. If an object it targets is still in the zone it’s expected to be in or a player it targets is still in the game, that target’s current information is used, even if it’s not currently legal for that spell or ability. If an object it targets is no longer in the zone it’s expected to be in or a
2025-04-23Overly long template description have been fixed[-] RMG: No more than 48 towns can now be set per map (previously, exceeding this number would cause crashes)[-] A bug has been fixed where the timer running out while on the spell selection screen in spell research would crash the game[-] A bug has been fixed where the game would crash after entering the cheat code for increasing the contrast[-] A bug has been fixed where an AI-controlled hero would begin moving in circles because of the incorrect evaluation of spells granted by the Aurora Borealis[-] Town Gate now cannot be placed on water[-] The hint featuring incorrect number of creatures to be killed when attacking a copy of a stack created by the Clone spell has been fixed[-] A bug has been fixed where the cursor would remain artifact-shaped if it was so before exiting the exchanging heroes screen in a town[-] A bug has been fixed where the ESC hotkey would cause issues with the exchanging heroes screen[-] Fixed: the previously 'fixed' bug with the Faerie dragon spell frequency has been reverted, as it was found not to be a bug[-] A bug has been fixed where the spells in Tower's Library could copy other existing spells when loading savegames made in pre-1.5 versions of HotA[-] Some memory leaks tied to dialogue elements have been fixedHeroes 3: Horn of the Abyss 1.5.4 - Gameplay[+] If both heroes died as a result of a battle, they will not turn up in taverns, unless all other ones have become unavailable[-] RMG: In the 6lm10a template, the unguarded 21–22 and 24–25 connections are now always land passages[-] RMG: In the 6lm10a template, the frequency of Dragon Utopias has been increased from 100 to 200. A limit has been introduced: no more than 1 Dragon Utopia per player and AI-controlled player starting zone and the adjacent ones; no more than 2 Dragon Utopias per silver treasury zone[-] RMG: In the Diamond template, all 4 roads from each player's starting zone are now mandatory[-] RMG: In the Diamond template, the frequency of Dragon Utopias has been increased from 100 to 200. A limit has been introduced: no more than 1 Dragon Utopia per player and AI-controlled player starting zone[+] RMG: Wide connections between random map zones now also work in the underworld[-] The value of casting element protection spells by upgraded elementals has been decreased
2025-04-22Not resolve if its targets are invalid. If all targets are invalid, no part of the spell has any effect, even if some parts of the spell would've affected something other than the targets. Such spells are simply removed from the stack without resolving. This is informally known as fizzling, and was formerly called being "countered by game rules". A spell with one or more valid targets remaining will still resolve, but any of its effects that relate to the invalid targets will not happen.Targeting for activated abilities is done at the time of activation, just like spell targeting is done at the time of casting. Triggered ability targeting is done when the ability goes on the stack, except that if there are no valid targets, the ability is removed from the stack immediately.[ | ]Hexproof, Protection, and the discontinued Shroud are static abilities that directly prohibit certain kinds of targeting.Causing spells or abilities to fizzle by making their targets invalid is a preventative response tactic similar to countering. Ways to cause this include:Removing a target from the zone it was in when it was first targeted. This causes the spell or ability to "lose track" of the target, even if it returns to the original zone. Bouncing, flickering, sacrificing, or returning a card from a graveyard all cause this.Phasing does not change zones, but similarly "hides" the target from a spell.Granting one of the aforementioned prohibited-target abilities, like Hexproof, to objects that have already been targeted makes them invalid targets.An effect that changes an object's type, color, power/toughness, or other qualities may cause it to violate the restrictions of the spell or ability, making it an invalid target.Certain triggered abilities have conditions based on something being targeted in a specific way, leading to a wide variety of effects. For example, Zada, Hedron Grinder has a positive interaction with certain spells targeting it, the Ward ability attempts to counter such spells, Wild Defiance can operate both aggressively or defensively when other objects are targeted, and creatures with the Illusion ability react poorly to being targeted.Most effects that copy a spell
2025-04-18With a dedicated button or the Alt key [+] Two-hex units now may move back one hex in combat [+] Spell research mechanic has been introduced, allowing for replacement of spells in your Mage Guild at a cost [+] The player now can refuse the secondary skill offered in a Witch Hut or by a Scholar [+] Orb of Inhibition and Recanter's Cloak are now banned by default [+] On recasting Fly after improving your Air Magic skill or equipping Angel Wings, the spell level will now go up and spell points will be spent [+] A new neutral creature, the Leprechaun, has been introduced, along with its dwelling, the Alehouse [+] A new object has been introduced: the Ruins. Defeat Skeletons/Wights/Wraiths/Skeleton Warriors/Power Liches in quantities of 10/2/2/10/1 — 20/3/3/10/1 — 30/5/5/20/2 — 40/7/7/20/2 to get reward of 1000–2000–3000–4000 gold and reveal the map within a radius of 10. RMG value is 10, density is 100, spawns only on Highlands terrain [+] A new object has been introduced: the Mineral Spring. It gives +1 to Luck and +600 movement points until the end of day. RMG value is 500, density is 50, spawns only on Highlands terrain, no more than one per zone [+] A new object has been introduced: the Hermit's Shack. It improves a random secondary skill once for each hero. RMG value is 1500, density is 80, spawns only on Highlands terrain, no more than three per zone [+] A new object has been introduced: the Gazebo. It gives 2000 experience for 1000 gold once for each hero. RMG value is 1500, density is 50, appears on Highlands terrain [+] A new object has been introduced: the Junkman. It allows for selling artifacts (excluding spell scrolls) at half theif face value. RMG value is 200, density is 40, spawns only on Highlands terrain, no more than one per zone [+] Dragon Utopia's passable square pattern has been altered [+] RMG: Pandora's boxes now contain 150 peasants instead of 330, value is unaffected [-] Experimental Shop is now guarded by 40/80/120/160 Iron Golems, down from 50/100/150/200 [-] Artifact levels in the Temple of the Sea reward have been altered. It now yields 4 artifacts at all times, and at least one relic [+] RMG: Pandora's Boxes and Seer Huts now can be spawned with any creatures, provided sufficient object value [-] RMG: Ancient Lamp is now banned [-]
2025-04-12