Difference between revisions of "Nodes of Power"

From mtgpq wiki
Jump to: navigation, search
(Node 3: Black)
Line 132: Line 132:
 
[[Category:Individual Events]]
 
[[Category:Individual Events]]
 
[[Category:Legacy Events]]
 
[[Category:Legacy Events]]
 +
[[Category:Missable Charges]]

Revision as of 14:07, 19 April 2023

Nodes of Power (NoP)
EventsStoryPlaneswalkersCardsGuides
NodesofPower.png
Type PvP Legacy PvP Legacy
Rewards Progression rewards Progression
Placement rewards Individual placement
Nodes 5
Charges 1 initial charges
3 maximum charges
8h recharge time
Specials Color restriction  PW color-restricted
Locked nodes    PW choice locked
Card XP gain 20 XP (all wins on a node)
Introduced Oath of the Gatewatch OGW · Jul 2016 · v1.5.8
Portal:Events   (Infobox · Data)

Nodes of Power is a Legacy event which was introduced in July 2016, a month after the release of the Oath of the Gatewatch set. It was the first PvP event added to the game after Quick Battle.

From its introduction until December 2016, Nodes of Power was a coalition event, and had no secondary objectives.

Each battle in this event features the same secondary objective twice, the second time with a more difficult target.

Once a Planeswalker has been chosen for a node, another may not be chosen for that node, nor may that Planeswalker be chosen for another node, for the whole event.

The March 2023 run made alterations to the event, introducing new objectives for Black node, and changing the order of the nodes into the standard color order.

Special rules

Color restriction Color restriction One or more nodes in this event can only be played by Planeswalkers of a specified color.
Locked nodes Locked nodes Once a Planeswalker has been chosen for a node, it's locked in for the whole event.

Node 1: White

Color restriction Planeswalker color restriction White  White
Only planeswalkers with affinity to White can be played.
Objectives Reward
Win the fight!  Win the fight against your opponent.
4Ribbons · 100 Mana Runes
Protector:  Have 4 or fewer creatures you control destroyed or exiled during a fight.
2Ribbons
Protector:  Have 2 or fewer creatures you control destroyed or exiled during a fight.
1Ribbons

Node 2: Blue

Color restriction Planeswalker color restriction Blue  Blue
Only planeswalkers with affinity to Blue can be played.
Objectives Reward
Win the fight!  Win the fight against your opponent.
4Ribbons · 100 Mana Runes
Resilient:  Take 30 or less damage during a single fight.
2Ribbons
Resilient:  Take 10 or less damage during a single fight.
1Ribbons

Node 3: Black

Color restriction Planeswalker color restriction Black  Black
Only planeswalkers with affinity to Black can be played.
Objectives Reward
Win the fight!  Win the fight against your opponent.
4Ribbons · 100 Mana Runes
Destroyer:  Destroy 3 or more opposing creatures during a single fight.
2Ribbons
Destroyer:  Destroy 1 or more opposing creatures during a single fight.
1Ribbons

Node 4: Red

Color restriction Planeswalker color restriction Red  Red
Only planeswalkers with affinity to Red can be played.
Objectives Reward
Win the fight!  Win the fight against your opponent.
4Ribbons · 100 Mana Runes
Speed:  Win the fight within 10 rounds.
2Ribbons
Speed:  Win the fight within 5 rounds.
1Ribbons

Node 5: Green

Color restriction Planeswalker color restriction Green  Green
Only planeswalkers with affinity to Green can be played.
Objectives Reward
Win the fight!  Win the fight against your opponent.
4Ribbons · 100 Mana Runes
Burst:  Cast 5 or less creatures during a single fight.
2Ribbons
Burst:  Cast 2 or less creatures during a single fight.
1Ribbons

Schedule

Begins at midnight UTC and ends 46 hours later, at 10PM UTC. One initial charge and five recharges. With a maximum of three charges, the player must finish their first game less than a day after commencement, and subsequent games less than eight hours later, or miss charges.

Rewards

Unlike other older events, rewards for Nodes of Power were detached from the set of its origin and flavor: Battle for Zendikar. Rewards were changed from BFZ to M21 and Standard in 2021. Rare card rewards were changed briefly from M21 to AFR in December 2022, and back to M21 in February 2023.

Progression rewards Progression rewards (May 2021)
Ribbons Bronze Silver Gold Platinum
5 500 Mana Runes 600 Mana Runes 700 Mana Runes 800 Mana Runes
25 600 Mana Runes 750 Mana Runes 800 Mana Runes 900 Mana Runes
50 Standard Booster Pack Standard Booster Pack Standard Booster Pack Standard Booster Pack
75 1,000 Mana Runes 1,000 Mana Runes 1,000 Mana Runes 1,000 Mana Runes
100 Standard Booster Pack Standard Booster Pack Standard Booster Pack Standard Booster Pack
Progression rewards Individual rewards (May 2021)
Rank Bronze Silver Gold Platinum
1-5 AFR Rare Card
Standard Booster Pack
5 Mana Jewels
AFR Rare Card
Standard Booster Pack
10 Mana Jewels
AFR Rare Card
Standard Booster Pack
15 Mana Jewels
AFR Rare Card
Standard Booster Pack
20 Mana Jewels
6-25 Standard Booster Pack AFR Rare Card
Standard Booster Pack
5 Mana Jewels
AFR Rare Card
Standard Booster Pack
10 Mana Jewels
AFR Rare Card
Standard Booster Pack
15 Mana Jewels
26-50 Standard Booster Pack Standard Booster Pack AFR Rare Card
Standard Booster Pack
5 Mana Jewels
AFR Rare Card
Standard Booster Pack
10 Mana Jewels
51-100 1,000 Mana Runes Standard Booster Pack Standard Booster Pack Standard Booster Pack
5 Mana Jewels
101-250 500 Mana Runes 500 Mana Runes 500 Mana Runes 500 Mana Runes

Notes

On the 16th of March, 2023, alterations were implemented.

The order of the nodes was changed from the irregular Black Red Green Blue White, to the standard color wheel of White Blue Black Red Green seen in so many places, including on the back of Magic the Gathering cards and Revolving Planeswalk.

New objectives for Black node replaced these objectives :

Objectives Reward
Survivor:  Win the fight with 50 or less HP remaining.
2Ribbons
Survivor:  Win the fight with 20 or less HP remaining.
1Ribbons

The then first, Black node counted remaining life as maximum life minus damage taken, plus any life gained while at maximum life. The first part was only misleading; neither damage nor the distinction between damage and loss of life were mentioned. But the second part was unequivocally a bug; there is quite obviously a ceiling to life gain: maximum life. Players needed to avoid using life gain until sufficient damage is taken, avoid or at least account for life loss and counteract that life loss with sufficient life gain to stay alive.