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Nodes of Power

438 bytes added, 05:11, 26 June 2023
Schedule
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.
 
Charges are added in excess of the maximum; charges can be missed.
The March 2023 run made [[#Notes|alterations]] to the event, introducing new objectives for [[#Node 3: Black|Black node]], and changing the order of the nodes into the standard color order.
{{Objective table header}}
{{Objective|Win||4|100}}
{{Objective|Destroyer|3|param2=opposing|2}}{{Objective|Destroyer|1|param2=opposing|1}}
|}
{{Objective|Burst|2|1}}
|}
 
== Schedule==
Begins at midnight UTC and ends 46 hours later, at 10PM UTC. One initial charge and five recharges on five nodes, for 210 total Ribbons. 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 ==
|-
!1-5
| [[AFRM21]] Rare Card<br>Standard Booster Pack<br>{{Jewels|5}}| [[AFRM21]] Rare Card<br>Standard Booster Pack<br>{{Jewels|10}}| [[AFRM21]] Rare Card<br>Standard Booster Pack<br>{{Jewels|15}} | [[AFRM21]] Rare Card<br>Standard Booster Pack<br>{{Jewels|20}}
|-
!6-25
| Standard Booster Pack
| [[AFRM21]] Rare Card<br>Standard Booster Pack<br>{{Jewels|5}}| [[AFRM21]] Rare Card<br>Standard Booster Pack<br>{{Jewels|10}}| [[AFRM21]] Rare Card<br>Standard Booster Pack<br>{{Jewels|15}}
|-
!26-50
| Standard Booster Pack
| Standard Booster Pack
| [[AFRM21]] Rare Card<br>Standard Booster Pack<br>{{Jewels|5}}| [[AFRM21]] Rare Card<br>Standard Booster Pack<br>{{Jewels|10}}
|-
!51-100
New objectives for [[#Node 1: Black|Black node]] replaced these objectives :
{{Objective table header}}
{{Objective|Win||4|100}}
{{Objective|Survivor|50|2}}
{{Objective|Survivor|20|1}}
|}
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.
{{Events}}
[[Category:Individual Events]]
[[Category:Legacy Events]]
[[Category:Missable Charges]]
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