Hex shards of fate revert12/29/2023 ![]() ![]() The fact that Wizards settled instead of taking HEX to the cleaners speaks volumes. Long story short, to say that HEX was a carbon clone of Magic is disingenuous. Shift (transferring the ability from one troop to another).affecting cards in your deck that haven't been touched) Actuating permanence across zones (i.e.There are more and increasingly more mechanics that aren't doable in Magic either but I won't go into detail here (too much): Or another: - can you imagine trying to do this to your opponent's hands, let alone all their tokens on the field? And remember, the transformation is permanent unless reverted. To give another example of card transformation that's not really feasible in Magic: - these type of transformations can actually pull from ALL legal sets and it's permanent while in-game. If you buff/debuff a card and it is transformed, it retains those buffs/debuffs where applicable. You might argue that's like Magic's flip mechanic or Planeswalker transformation in Magic Origins (2015!) but its really not.Īdditionally, transformed cards are still the same card. ![]() HEX has always been able to do stuff like: (Please bear in mind that the card style has changed as that was in Alpha days). If card is given -2/-2, it would be -2/-2 in all zones, even after death or reanimation. Cards have the ability to be buffed/debuffed or even transformed, permanently, while in-game. You may think of this as a very minute change but I can assure you that it affects gameplay quite a bit, although often overlooked. You only have to meet threshold of cards, it does not factor into the actual 'cost' aspect. In HEX, if you had the similar of two Ruby shards, and two Blood shards, and had a resource count of four, you would be able to play both of those cards. If you had two cards costing RR and RB in Magic but only had two Mountains and two Swamps, you'd only be able to cast one of those cards. In HEX, you're limited by threshold and separately, resource count. In Magic, you're limited by the number of coloured lands you have in play to cast spells. It's similar but fundamentally different. To be frank, HEX differentiated itself from Magic right from the onset. That is why we brought this lawsuit and why we are happy to announce its resolution through a settlement and license that both protects the valuable intellectual property of Magic: The Gathering and allows Cryptozoic and Hex to move forward with Hex: Shards of Fate,” said Wizards of the Coast CEO, Greg Leeds." However, we will not hesitate to take action to protect our intellectual property and the amazing work of hundreds of dedicated Magic team members around the world. “Wizards of the Coast has always welcomed new games to the trading card game genre, and we encourage TCG fans to not only play Magic, but to try many different games. “We believe that the gaming community will benefit from knowing that Hex: Shards of Fate is no longer subject to litigation.” “We recognize that Wizards owns valuable intellectual property in Magic: The Gathering, are happy to have this matter settled and excited to move forward with Hex: Shards of Fate,” said Hex Entertainment President and CEO Cory Jones. The three (possibly) unique Keywords introduced and used in Set 1 are, , and. After gathering a specific number of counters, the card and all other copies in the deck transform into another card.Įach shard has a card that can transform twice.Įach shard has common card with an effect based on how much threshold of that shard the player possesses.Įach shard has a quick Action with the word "Aura" in its name that grants a beneficial permanent effect to a targeted troop. These constants gather counters when specific things happen in the game. Each of these races has their own distinct flavour and playstyle.Įach shard has an incantation card. ![]() Set 1 focuses on four races: Orcs, Humans, Shin'hare and Dwarves. Focus on Orcs, Humans, Shin'hare and Dwarves.
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