by Koz1120
rainofwalrus wrote:
ghbell wrote:
Teleport can totally swing games.
starting on Turn 1:
(must defer initiative; or lose roll)
(Sprint to NC; QC Teleport 1 Space to FC)
turn 2:
(initiative)
(QC Lightning Bolt (Mage); move 1 forward QC Jinx (hoping they'll try to summon))
IF opponent QC Temple -or- Engine before your Jinx, resist urge to attack it. Kill Mage instead.
You seem to be saying that Jinx will stop a summon, is that right? It doesn't. Jinx stops quick spells, not full action spells, which summon spells are (unless it's a level 1 animal cast by the Beastmaster).