Troll Regeneration with Negative Energy Being I had this in a match. I was afraid my opponent would trigger a chain reaction. I did not know if it would work anyway, so i tested it on a custom board. Rejuvenation triggered heal for Rubbernose. Negative Energy Being converted healing to damage. Rubbernose took 2 [null] damage. Troll Regeneration triggered heal for Rubbernose. Negative Energy Being converted healing to damage. Rubbernose took 5 [null] damage. Troll Regeneration triggered heal for Rubbernose. Negative Energy Being converted healing to damage. Rubbernose took 5 [null] damage. Troll Regeneration triggered heal for Rubbernose. Negative Energy Being converted healing to damage. Rubbernose took 5 [null] damage. Troll Regeneration triggered heal for Rubbernose. Negative Energy Being converted healing to damage. Rubbernose took 5 [null] damage. Troll Regeneration triggered heal for Rubbernose. Negative Energy Being converted healing to damage. Rubbernose took 5 [null] damage. Troll Regeneration triggered heal for Rubbernose. Negative Energy Being converted healing to damage. Rubbernose took 5 [null] damage. Troll Regeneration triggered heal for Rubbernose. Negative Energy Being converted healing to damage. Rubbernose took 2 [null] damage. Troll Regeneration triggered heal for Rubbernose. Rubbernose died. So, yeah it works .
Ha, so you're saying with the right luck I can now get the weak strike instant kill against a full health dwarf warrior.
Yeah, had a hilarious round 2 reset in my first-ever match of Smash the Jar. Opponent's Imp Heal hit everyone for damage (healing own phylactery), then opp's Boosted Heal just kept rolling and rolling! (Then, my Imp Heal finished the job and healed my phylactery. Lol!) Next round, everyone respawns, full health, let's go. Lol. $X^ D However, this does point out a "null" issue. I wonder if it should deal the same type of damage that the heal was. ... Wait, I don't even recall now; armor doesn't prevent NEB damage at all, does it... Hmmm. See, I was thinking of Adaptable preventing further damage from it, but if it's supposed to bypass armor, then nevermind I guess. However, now I wonder if it would crash on Adaptable since Adaptable wouldn't have a type to copy...
Very many are Magic Holy. Quite a few are Melee Unholy: vampire drains. One is Melee Piercing: Sneaky Suck. One is Projectile Poison: Everybody Drink! I can only assume the Heal is the same attack/damage type as what's listed on the card since Fiery Stab's Burning attachment is Melee, and there's no other difference specified.
Another test: Jim's Magic Missile and Lifesaving Block Thildhel launches magic missiles! Thildhel generates sparks Pokkin took 2 Arcane damage. Pokkin died. Fanturluche scored 2 points. Pokkin discarded Able Bludgeon. Pokkin discarded Walk. Pokkin discarded Lifesaving Block. The ennemy was facing me Jim's Magic Missile does not trigger Lifesaving Block at all. While I was there, I also checked Jim's Magic Missile with Squeamish. Jim's Magic Missile ignores Squeamish
Oh yeah, totally, Scarp. Fanturluche simply tested and utterly confirmed what we all might've suspected but hadn't absolutely seen yet. It was a run romp. Poor little Kobold Priests.
Yet another test: Negative Energy Being with Open Wound Quatluz opens a wound on Wyrlid! Negative Energy Being converted damage to healing. Winton heals Wyrlid Negative Energy Being converted healing to damage. Quatluz walks Conclusion: Whith both attachments, you cannot take damage or recover health. You health is stuck at its current value.
Doom and Accelerate Time Yes, I know Accelerate Time does not decrease the duration of attachments but... Gromik plays Accelerate Time. Doom damaged Reinforced Door. Reinforced Door took 10 damage. Reinforced Door died. Fanturluche scored 0 point. As I expected, if the duration of Doom is 1, the effect of Doom is triggered by Accelerate Time, and the target dies. Good to know, isn't it?
Remember, cards trigger before their duration goes down (otherwise they wouldn't trigger the turn they expire, because they would have already expired and fallen off...) So when Doom is at 'Duration 1', when it triggers, it thinks it's going to expire this turn. Seems legit
Despite my face being in grimmacing pain at this news, the good news is that you still have to wait three rounds to pull off an "instant" AT kill. Three rounds to remove the attachment or defeat the Doomer. ~exhale~ Sounds okay in that sense. ~calms down~