May 23, 2018, 09:50:33 AM

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Messages - werner

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1
Strategy and Tactics / Re: Any way to protect a flying creature?
« on: May 08, 2018, 07:39:25 AM »
Dodge, Block, Brace Yourself, and Reverse Attack

2
General Discussion / Re: Questions about OCTGN meta
« on: May 04, 2018, 04:04:43 PM »
One of the good things about rushes is that it teaches you how to get the most out of your defensive cards. I have experienced that when a lot of players figure out how to deal with the turn two rock/boulder/hawkeye/akiros favor combo johktari they can generally deal with most other aggression as well. I think that's why a lot of veteran players go for a mid game timing push as their earliest point of aggression rather then anything before turn 4.

Good point(s). I will often fake the Rush, but you gotta establish the dangers of one first.

3
General Discussion / Re: Questions about OCTGN meta
« on: May 03, 2018, 12:31:18 PM »
You really hold a lot of respect for the flash port attack spell rush don't ya? Does nobody play brace yourself agaist you? Wot pushes? Reverse attack, block, or dodge? I really wonder whats happening when you sit down to play this game. Are all of your games over by round 4? Who are you playing this Rushmaster style agaist, and why haven't they discovered surging wave? Or literally any of the myriad of answers to that kind of aggression?

I think you have "my style" in reverse. I play rushdown because of the massive respect I have for the Long-game ROI during Engine/Spawnpoint/SimCity style play. If left unchecked, you either get ramped with tremendous dice/action advantage or you force a juicy 3-4 hour game.

And I do switch playstyles in the blink of an eye. But the biggest misconception is that I haven't experienced proper Rush-Counterplay. I've lost a lot of Mage Wars games regardless of my opening; due to incredible counter-play.

The purpose of Rush isn't to win outright, it's to deny the opponent a comfort-zone.

Seeking Dispel their Brace Yourself and we're back to making the opponent very uncomfortable.

4
General Discussion / Re: Questions about OCTGN meta
« on: May 03, 2018, 08:12:43 AM »
I was fine with Temple of Light nerf. And Battle Fury nerf. But I feel Rushdown (SprintForcePush / SprintOGTeleport) already balanced HoBS spam perfectly. If you lost to a Mage who casted 6 HoBS, you did a lot wrong that game; starting with allowing all that cheese to happen.

I feel Holy Only was the proper nerf as HoBS really finds Added Value in 4-melee-Mage books.

IF/WHEN Tsunami is nerfed, please consider Siren Only (it's too much Added Value for Druids).
Is Druid the only mage you are concerned about running Tsunami?

No. But in making a case for "Siren Only," I want to highlight the [added value] of Druids running Tsunami. It's more than just Synergy.

5
General Discussion / Re: Questions about OCTGN meta
« on: May 03, 2018, 07:33:01 AM »
I was fine with Temple of Light nerf. And Battle Fury nerf. But I feel Rushdown (SprintForcePush / SprintOGTeleport) already balanced HoBS spam perfectly. If you lost to a Mage who casted 6 HoBS, you did a lot wrong that game; starting with allowing all that cheese to happen.

I feel Holy Only was the proper nerf as HoBS really finds Added Value in 4-melee-Mage books.

IF/WHEN Tsunami is nerfed, please consider Siren Only (it's too much Added Value for Druids).

6
General Discussion / Re: Questions about OCTGN meta
« on: May 03, 2018, 07:29:53 AM »
Personally, HoBS being non unique was insanely broken. In 3 rounds a naked mage could swing 9 dice, for free...

A 3-Melee Mage cloaked in +6 Melee (HoBS) has paid 30 mana and 6 actions. Nothing in Mage Wars is free. Heck, I'd take 3 Lightning Bolts in 2-turns over 6 HoBS in 3-. It will more greatly effect the other mage's spellbook selection/AP. Not to mention 2 lightning bolts on Turn 2 (sprint / force push opener) greatly reduces the odds of more HoBS.

7
General Discussion / Re: Questions about OCTGN meta
« on: May 02, 2018, 01:29:22 PM »
I mean this in the most absolute awesome of ways, so please don't be offended, but id really like to play agaist you with a druid sometime. Are you on octgn? I'm super interested in the way you guys play.

I find upside in all things said, I have no time to take offense. My brother, Alex, just got OCTGN running (plays that aggressive Sniper/Ballista Warlord) and I've been meaning to come over and watch a few games on OCTGN. Me personally, I don't like playing Tabletop onScreen/online--Not even Catan.

Quit Mage Wars for a long time (salty over some of the decisions AW made; Bim Shala nerf should have been Holy Only, IMO... no limits (Holy needs it, IMO)). Got back in when we picked up a bulk collection for a 500% discount. Updated Bim Shala rant: Tsunami should have been and needs to be Siren Only. I digress.

Best thing about coming back? Lesser Teleport. Turn 1 Sprint and Lesser Teleport for (2) going into Turn 2 in FarCenter with 28 mana? You had better not cast that second spawnpoint/tree.


8
General Discussion / Re: Questions about OCTGN meta
« on: May 01, 2018, 01:48:22 PM »
Id like to see that in an Arcane Duels Video soon :)

Ive seen a lot of Druid matchups on Arcane Duels and I'm shocked at how little FIRE they have to navigate. I run a Necro that is summoning Gorgon Archer in B2 on T2 and then lighting fires while you deal with a Gorgon. If you can force a Druid not to Vinetree-Cast (for lack of mana), you are doing something right.

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General Discussion / Re: Questions about OCTGN meta
« on: May 01, 2018, 01:43:57 PM »
Unfortunately you can't have more than one seedling pod attached to any single zone. If someone in your meta is doing that the easiest way to crack that turtle is to inform him that it's not a legal move ;)

Thanks for this, our local meta is far from Turtle, so it never came up. Our local meta is one of Sprint/LesserTeleport/Turn2TurtleBusterInFarCenter.

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General Discussion / Re: Questions about OCTGN meta
« on: May 01, 2018, 08:15:43 AM »
by "cheap fire" I mean spellbookpoints (Combustoid(Imp) and Firestream). Fire that can go in every deck, including Nature's premium on Fire.

11
General Discussion / Re: Questions about OCTGN meta
« on: May 01, 2018, 08:13:31 AM »
"Sim City" druid/mage == multiple trees/spawnpoints, many seed-pods/mana batteries, building an engine in a vacuum.

Point being, if you use Lesser Teleport (2) to cram explosive imps at a super-turtle and you follow-up with cheap Firestreams, you make it a really bad day for a Druid who just wants 3 seed-pods and Samara Tree in D2.

I'm not saying you're guaranteed a Win, Im just saying cheap Fire and cheap Teleport(lesser) IS the answer to Turtle druid. Deny them a comfort zone. Throw Imps in from Range 3 (sprint plus Lesser Teleport). Force a Druid to start summoning Tegu and you're taking precious mana away from the Vine Tree's projection.   

12
General Discussion / Re: Questions about OCTGN meta
« on: April 30, 2018, 02:30:38 PM »

I'm not sure how it wrecks druids. Could you elaborate? Lesser teleport seems an odd choice as a tactic here.

It doesn't wreck all Druids, but it wrecks careless, "Sim City" Druids. That wanna play solitaire with their over-watering.

13
General Discussion / Re: Questions about OCTGN meta
« on: April 30, 2018, 02:27:41 PM »
Like everything in Mage Wars, my single tactic of a FastBombImp is but one piece of the puzzle. Meant to quickly and near-automatically put a BURN token on every plant in the zone. I play Druid a lot locally and learned quickly not to put all my plants in one basket, yet on OCTGN I hear of druids with 4 plants in the same zone.

1. Imp gets budget BURNS started.
2. Firestream is more budget BURNS.
3. IMP + Double Firestream is still cheaper than 4 plants/flowers.

14
General Discussion / Re: Questions about OCTGN meta
« on: April 30, 2018, 08:32:08 AM »
There's a lot of affordable FIRE these days... Unstable Fire Imp + Lesser Teleport is ~3SBP(4 if holy) and wrecks Sim-City Druid hard OR forces them into a reposition-game they might not be good at.

If you're playing Wizard, you can pop your Unstable Fire Imp with ease using your ranged poke after the Imp has made a melee attack. Followed up with more FIRE.

15
Player Feedback and Suggestions / Re: How to make Mage Wars faster
« on: April 26, 2018, 03:32:46 PM »
Doesn't "Lesser Teleport" already make the game extremely faster?
I'm not convinced rushing with lesser teleport is that used or viable as of yet.

Perhaps, but faster... Definitely. (3) in all my decks at all times.

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