XAos Underboss
 2403 Posts



 London
 | | 02/17/2007 6:20 AM |
| copied from the WotC forums.
{oB}: Deathrip — Choose a non-Deathrip single-blade ability of target creature in your graveyard. Until end of phase, this creature has that ability. Activate that ability as if {oB} were assigned to it.
{oB}: Deathrip Enemies — Choose a non-Deathrip single-blade ability of target creature in an opponent's graveyard. Until end of phase, this creature has that ability. Activate that ability as if {oB} were assigned to it.
A non-Deathrip ability is an ability that doesn't have the word "Deathrip" in the name of the ability.
| | Don't worry about the current metagame. It doesn't matter if it's ugly, bad, or the best ever. In 2 years time, set rotation will ban everything. | |
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evilmerlin Skirmisher
 42 Posts



 | | 02/19/2007 2:37 PM |
| | Well, alot less reason to have a second Slaughterwheel then. | | | |
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forkedmoon Underboss
 1305 Posts




 | | 02/19/2007 7:27 PM |
| Kitsune - "we don't do errata just ban it" Slaughterwheel - errata
What gives? Go back now and errata the Kitsune to a unique. Limit one in a team. otherwise ban the Slaughterstone. oops wheel. | | Champion of Cyclops
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Scud-O Sneak
 117 Posts



 | | 02/20/2007 4:47 AM |
| Posted By forkedmoon on 02/19/2007 7:27 PM Kitsune - "we don't do errata just ban it" Slaughterwheel - errata
What gives? Go back now and errata the Kitsune to a unique. Limit one in a team. otherwise ban the Slaughterstone. oops wheel. Not allowing Deathrip to target Deathrip is a small, situational difference compared to making a figure Unique.
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Urban Druid Warrior
 253 Posts




 | | 02/20/2007 8:29 AM |
| | Also, I believe that WotC has stated that their policy is there will be no errata for power level or tournament-play issues. Errata is reserved for pieces or abilities that create rules problems. | | *This post was recorded before a live studio audience* | |
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Blacksnake Whip Sneak
 53 Posts



 Stillwater, Oklahoma
 | | 03/26/2007 1:52 PM |
| | Okay, I have to ask: what was the benefit of Deathripping the Deathrip ability? I realize it creates an infinite loop, but was there a way to exploit this or did it just "lock up" the game? | | | |
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Master of the Awesome Sauce Teflon Jeff Warlord
 7675 Posts



 Sector 2814
 | | 03/26/2007 2:25 PM |
| Twofold problems. 1. It had the potential to make an infinite, unresolvable loop. 2. One could deathrip a million times, then skirmish self into a high power cell. This allowed for very powerful abilities. However, I am quite sure that it was errataed for reason number one, not number 2. Pretty much, they didn't want Dreamblade to enter the realm of infinite loops just yet.
| | Official Delegate, Wizards of the Coast Icons Called Shot: Gargantuan Prismatic Dragon "Rejoice, for bad things are about to happen." | |
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kbales Warrior
 296 Posts



 Edmonton, Alberta
 | | 03/26/2007 3:09 PM |
| Posted By Teflon Jeff on 03/26/2007 2:25 PM 2. One could deathrip a million times, then skirmish self into a high power cell. This allowed for very powerful abilities.
I still don't quite get how that becomes more powerful. If you Deathrip skirmish self, then that Slaughterwheel is stuck with skirmish self as its blade ability for the rest of the turn.
| | - Free DDM and DBM Excel Warband Generator available here - RPG Stats have finally been added!!! - DDM Supreme (2.0 stats) is now available for download! | |
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Master of the Awesome Sauce Teflon Jeff Warlord
 7675 Posts



 Sector 2814
 | | 03/26/2007 3:35 PM |
| Posted By kbales on 03/26/2007 3:09 PM Posted By Teflon Jeff on 03/26/2007 2:25 PM 2. One could deathrip a million times, then skirmish self into a high power cell. This allowed for very powerful abilities.
I still don't quite get how that becomes more powerful. If you Deathrip skirmish self, then that Slaughterwheel is stuck with skirmish self as its blade ability for the rest of the turn.
But if you deathrip deathrip a million times, you have a million deathrips available in your next combat.
| | Official Delegate, Wizards of the Coast Icons Called Shot: Gargantuan Prismatic Dragon "Rejoice, for bad things are about to happen." | |
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 Lead Moderator LCS Underboss
 1899 Posts




 | | 03/27/2007 1:06 AM |
| Posted By kbales on 03/26/2007 3:09 PM Posted By Teflon Jeff on 03/26/2007 2:25 PM 2. One could deathrip a million times, then skirmish self into a high power cell. This allowed for very powerful abilities.
I still don't quite get how that becomes more powerful. If you Deathrip skirmish self, then that Slaughterwheel is stuck with skirmish self as its blade ability for the rest of the turn.
When you assign a blade to Deathrip, the Slaughterwheel gains the 'ripped blade ability (which is then activated) until the end of the phase. In the case of Skirmish Self, the Slaughterwheel could potentially end up in a cell where a new combat could occur, and if two blades were rolled would be able to use Deathrip and Skirmish Self in the 2nd combat. Assuming it skirmished self into a new 3rd combat, if three blades were rolled, it has access to Deathrip, Skirmish Self, and whatever blade ability it 'ripped in the second combat.
The problem with the semi-infinite loop is that the blade abilities can be used once per combat, not per phase. It allowed the Slaughterwheel to repeatedly gain the Deathrip blade ability in addition to it's original copy, which meant that it could be used a nearly infinite number of times in each future combat (effectively making it a multiblade ability).
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kbales Warrior
 296 Posts



 Edmonton, Alberta
 | | 03/27/2007 7:07 AM |
| I get it now. I can see why the errata was issued, the Slaughterwheel could have become very powerful. I guess I just don't abuse the rules enough, because I never would have thought to deathrip the deathrip! All in all, the Slaughterwheel is still one of my favorite pieces from Chrysotic Plague. | | - Free DDM and DBM Excel Warband Generator available here - RPG Stats have finally been added!!! - DDM Supreme (2.0 stats) is now available for download! | |
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