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Thread: The Book of Cultists

  1. #1
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    Default The Book of Cultists

    The Book of Cultists
    Common of the Fallen Kingdom - Reinforcements 2: Goodwin's Blade




    Bio: There are always those fools who capitulate to those that wield power, and there are always those whose minds succumb to the horrors of war. Centuries of Fallen Kingdom rule have seen the emergence of the Death Cult, mortals who worship Ret-Talus as a god and pray for the immortality of undeath. These sorry individuals saturate themselves in spells of death, hoping to drag others with them into an eternity of slavery.

    Rulings and Clarifications
    Q: Which abilities trigger Death Curse?
    A: Only abilities with the wording "instead of attacking normally", along with regular attacks. Other instances such as Events and "instead of attacking" abilities don't.

    Community Contributions
    N/A
    Last edited by Phoenixio; 03-30-2011 at 06:02 PM.

  2. #2
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    Q: Does an ability like Trample trigger the Cultist's power?

    A: No, because it is not an attack.

    However, a power such as Jacob's Heaven's Rain because it says "Instead of attacking normally" (which implies that it is still an attack) does trigger the power.
    Last edited by Elcor13; 03-31-2011 at 10:54 PM.

  3. #3
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    It's implied in the question/answer I had already in place, but as the second post, people will see it if they have doubts!

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    Whoops, didn't see that
    Last edited by Elcor13; 04-01-2011 at 12:12 AM. Reason: B/c I am blind :-/

  5. #5
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    I think I've got too much Heroscape in my brain, because Death Curse working against ranged/unadjacent attacks kind of surprises me.


    I figure shooting the counterstriking samurai works in Heroscape, it will work against Cultistd in SW as well.

    Nope.

    These guys must be bad*** at throwing knives!

  6. #6
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    Quote Originally Posted by DrLivingston View Post
    These guys must be bad*** at throwing knives!
    It's a curse! If you can hear your opponent on the other side of the table, than certainly can a unit hear some words 3 spaces away!

    I think the Cultists are the nicest addition to the FK: they had a lot of damage potential to them. They are a lot weaker than Zombies and Reapers life wise, but the balance in life/attack between these 3 units with a cost of 2 is simply amazing.

  7. #7
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    The cultists are a unit I look forward to plugging into one of my FK decks. They definitely have a new destructive attraction to them that the other FK units don't have.

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    These guys are good additions for FK, but l'm not sure how they'd compare to Vermin, who I put in over reapers.

  9. #9
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    Quote Originally Posted by sitnam90 View Post
    These guys are good additions for FK, but l'm not sure how they'd compare to Vermin, who I put in over reapers.
    They provide more of a punch than Vermin, and can hurt opponents even if they die (much like Fencers do.) If you're going for offense, add both I guess? If you want more of a defensive unit, add Reavers.

  10. #10
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    Quote Originally Posted by sitnam90 View Post
    These guys are good additions for FK, but l'm not sure how they'd compare to Vermin, who I put in over reapers.
    A big incentive is Cultists can be late game LotD'd.

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