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Curse of Fiend (MRL-032)
Normal Spell card
"Changes the battle positions of all Attack Position monsters on the field to Defense Position and vice-versa. These positions cannot be changed during the turn this card is activated except by the effect of a Magic, Trap or Effect Monster card. You can activate this card only during your standby phase."
Curse of Fiend (MRL-032)
Normal Spell card
"Changes the battle positions of all Attack Position monsters on the field to Defense Position and vice-versa. These positions cannot be changed during the turn this card is activated except by the effect of a Magic, Trap or Effect Monster card. You can activate this card only during your standby phase."
Does this flip face-down monsters face-up?
Thanks,
THE GOD DRAGON
No it doesn't it only changes from face-up Attack to face-UP defense...........
Curse of Fiend (MRL-032)
Normal Spell card
"Changes the battle positions of all Attack Position monsters on the field to Defense Position and vice-versa. These positions cannot be changed during the turn this card is activated except by the effect of a Magic, Trap or Effect Monster card. You can activate this card only during your standby phase."
Does this flip face-down monsters face-up?
Thanks,
THE GOD DRAGON
Yes, Curse of Fiend will have the side effect of flipping all face-down monsters into face-up Attack Position. You don't get to have face-down Attack Position monsters. The only way to force that to occur is with Darkness Approaches.
Yes, Curse of Fiend will have the side effect of flipping all face-down monsters into face-up Attack Position. You don't get to have face-down Attack Position monsters. The only way to force that to occur is with Darkness Approaches.
DM, remember that this is just talking about BATTLE positions.......... unlike Book of Taiyou that specifically states turn face up......... or like Ceasefire
Yes, Curse of Fiend will have the side effect of flipping all face-down monsters into face-up Attack Position. You don't get to have face-down Attack Position monsters. The only way to force that to occur is with Darkness Approaches.
actually, at this time this statement is correct....
this is based on an older ruling, and since it Curse of Fiend is not in the current FAQ database, the older ruling is the only thing we have to go on at this time...
I have been wanting to play Curse of Fiend for quite a while, but it just never seems to find its way into any of my decks... It can only be activated in the standby phase so that seems difficult to time sometimes. I guess it prevents you from setting and immediate flip unlike Book of Taiyou. I think I have liked the idea of the card for about 3 or 4 months. Maybe, eventually, I will use it, heh.
Doh. I knew I should have looked up the card. I assumed since it had to be your standby phase that it was a slow trap, but that might actually be playable. Is it a quickplay then I assume?
Doh. I knew I should have looked up the card. I assumed since it had to be your standby phase that it was a slow trap, but that might actually be playable. Is it a quickplay then I assume?
No, its actually a Normal Spell. A very old, odd timing Normal Spell Card.
Description:
.Changes the battle positions of all Attack Position monsters on the field to Defense Position and vice-versa. These positions cannot be changed during the turn this card is activated except by the effect of a Magic, Trap or Effect Monster Card. You can activate this card only during your Standby Phase.
OK, so explain it to me. There is another card that confuses me too. Inspection. Continuous Spell card that has to be activated in your opponent's turn.
On Curse of Fiend can you play it when you draw it in that standby phase or do you have to wait til your next? Odd indead as the rules show no spell speed 2 in standby.
With Inspection would you set it as a trap and flip it or just play it face up and let it sit there doing nothing until their standby? Then after you activate the first time can you activate it any time after that or just their standby?
It's one of the magic cards that actually has a "set" activation time. Other's like Cold Wave that can only be used at the start of Main Phase 1 and some others are other examples.
OK, so explain it to me. There is another card that confuses me too. Inspection. Continuous Spell card that has to be activated in your opponent's turn.
On Curse of Fiend can you play it when you draw it in that standby phase or do you have to wait til your next? Odd indead as the rules show no spell speed 2 in standby.
With Inspection would you set it as a trap and flip it or just play it face up and let it sit there doing nothing until their standby? Then after you activate the first time can you activate it any time after that or just their standby?
1) With Curse of Fiend, you go through your Draw Phase, and then enter your Standby Phase. IN your Standby Phase, you play Curse of Fiend, much like you would play a Normal Spell during the Main Phase except while in the Standby Phase. It's a Spell Speed 1 Normal Spell that you play during your Standby Phase.
2) With Inspection, you play it like normal, and then during your opponent's Standby Phase, you pay its cost to use its effect.