If you’d like to feast your eyes on the eight new cards just added to Magic: The Gathering - Puzzle Quest you’ll want to head over to the D3 Go! blog today.
Clash of Wills? Dreadwaters? A new Trap mechanic? You can READ ABOUT IT HERE.
Quote: "– Tainted Remedy (Rare) – Black, Support, 15 Cost, Trap 3 Black: Each Creature you control gains 1 life and each Creature your opponent controls takes 1 damage.
– Woodland Bellower (Mythic) – Green, 8/7 Creature, 20 Cost, When this Creature enters the battlefield, move the next Green Creature from your library to your hand. That Creature gains 6 mana."
You can pull back the patch guys, losing Priest of the Blood Rite would sting a bit but it’d be worth it just so I never have to look at Tainted Remedy again.
When played, the card will spawn Trap tiles on the board that will trigger the effect if your opponent uses them in a clear, think of it as reverse Activate.
Question… If say all of the black were already taken by other things (say theres a small amount of black and they were already trapped, or only 2 were open) do the traps overwrite other tile changes?
At least with Tainted Remedy even though the card text reads Trap 3 black the card activates 3 completely random tiles so unfortunately I wasn’t able to replicate the board state you were after.
I’m not sure if I’m still misunderstanding but in the case of Priest of the Blood Rite that traps 5 tiles with negative effects stacking those creatures does not cause extra trap tiles to spawn, same thing with Remedy. Though I’ve seen in some matches my Priest spawn the traps twice in one turn but that was due to some odd probably bugged interaction with other effects on board.
Basically at start of your turn every trap card in play checks the board state for the amount of it’s traps in play, if the number is less than the one in the card text it spawns more, if not nothing happens.
When you play Tainted Remedy the card traps 3 tiles on the board, then if your opponent uses one of those tiles in a clear the trap effect triggers. In this case creatures you control gain 1 life and creatures your opponent controls take 1 damage. It’s not very good at all.
Exactly, you have no control over when the trap triggers.
According to the devs your opponent cannot see the trapped tiles but based on my personal experience playing with 3 different trap cards the AI rarely if ever triggers the ones that harm the opponent (eg. Tainted Remedy) yet almost always go straight for the ones that harm the player (eg. Priest of the Blood Rite) so take that as you will.
If the traps are all randomly placed, there’s nothing the opponent can do about them. If they’re placed all on a particular color, it can scare a human opponent away from matching that color.