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Messages - Paleblue

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Strategy and Tactics / Re: Too big to kill
« on: August 21, 2013, 09:31:37 PM »
My thought is that in the near future with more access to pierce (Vorpal blade, Crit Strike) then Golem becomes more vulnerable. I predict if the meta shifts to stacking piercing then the Troll will see more play.

General Discussion / Re: Promo cards
« on: August 14, 2013, 07:25:05 PM »
For what it's worth, I don't play with the promos I own, and much prefer to play tournament legal games. The power level on some of the promos is kinda high and without the buffering effect of a whole playtested set, the standout cards like gravikor, ballista, and imp familiar can really distort the game.

That new Warlord promo conjuration that lets you bring creatures into play with a guard token, for example. That card combos very efficiently with Panzergarde, and careful playtesting will be required to create a balanced tournament game once it's legal.

I was quite sad when I saw that Warlord conjuration as a promo, because it means we wont get it for a long time in normal play (6-12 months from now if it isn't included in the Necro expansion). Likewise I had the same feeling about the dice tower promos, many great cards which wont see the light of day for who knows how long.

I realise that they want to attract people to the various conventions to build interest, which in turns brings more people into the game. Tough to find a balance.

General Discussion / Re: Promos with Druid vs. Necro Pre-Order
« on: August 11, 2013, 09:28:46 PM »
I too would like to know what the deal is with the pre-orders / promo cards shown in the newsletter. Altar of the Iron Guard and Plagued look great, be disappointed if there just being given away at the event and not via pre-orders online.

Spells / Re: Quicksand VS Spiked Pit
« on: July 24, 2013, 01:25:38 AM »
Quicksand is definitely more likely to get a response from your opponent, which is good because it eats up there precious teleports. I'm curious why you think Spike Trap is more instantaneous than Quicksand Ring? I presume you mean that the damage is front loaded rather than a chance for an instant kill later. I think using force push is an expensive way to get people into the trap, whereas taunting them into it with Thorg is great move which I like.

Overall I don't think one is clearly better than the other, just have slightly different uses. And I agree that having the ability to use Spike Trap on the enemy Mage is very useful (if they are solo Quicksand is a complete waste).

Oh and thanks for clearing Stuck up for me, didn't have the rules in front of me so wasn't sure.

Spells / Quicksand VS Spiked Pit
« on: July 23, 2013, 12:18:04 AM »
I'm curious what you guys think about these two cards. Both are great thematically and both are very similar in terms of effect, but it seems to me that Quicksand is better.

Reason I think this is that Quicksand is more likely to lock down a creature for longer + it is easier to use (Spike Pit needs someone to walk into it). In addition the Trap could be hit with seeking dispel / have an unintended creature walk into it. The only thing I'am not sure is if you can teleport out of the "stuck" condition the same way you can teleport out of Quicksand.

Cost wise Spike Trap would be better on higher level creatures whereas Quicksand is more effective vs mid to low level (although killing a high level creature would make it very effective).

What are your guys thoughts on these two cards?

Player Feedback and Suggestions / Re: Making the Warlord more viable
« on: July 22, 2013, 10:00:43 PM »
Warlord is one of my favorite Mages because he is the underdog. The Conquest expansion gave him a few more options and the dice tower promo cards have a number of great cards (who knows when they will be official released though).

But yes I feel he is the weakest of the bunch. As it stands the other Mages can do what he does albeit better, he seems to be really lacking a niche. Finally you can work around Arcane a little bit, but triple is a huge hit!

Rules Discussion / Re: Galvitar and Battle Fury
« on: July 22, 2013, 01:08:46 AM »
My thought is that this change to Battle Fury makes Whirling Strike a lot more attractive. Before, Battle Fury was a better option for hitting multiple targets, given the cost and + damage benefit.

Spellbook Design and Construction / Re: Forcemaster Builds
« on: July 12, 2013, 12:19:46 AM »
Quote from: Rulebook, page 15
A creature cannot gain or lose the Flying trait in the middle of an attack. For example, if a creature gains Flying in the middle of an attack, the entire attack is still resolved as if the creature did not have Flying, and the Flying is gained after that attack is complete.

Ah thanks for pointing that out! There are lots of rules scattered throughout the place so can be hard to keep track of them all.

Spellbook Design and Construction / Re: Forcemaster Builds
« on: July 11, 2013, 09:03:54 PM »
Yes, ranged flyers can attack ground creatures they share a zone with, ignoring minimum range.

A creature cannot gain flying during an attack. You can reveal Eagle Wings at the end of any attack step, but it will not help you.

My understanding is that you can, exactly the same way you can reveal Divine Intervention to avoid an attack.

"A spell fails and is canceled, if either of the following occur before the Resolve Spell Step:
1. The target of the spell is no longer a legal target, or
2. The caster or target of the spell moves (e.g. by being Pushed or Teleported away), even if the
move was to a location where the spell was still in range. (In the case of a Teleport, this applies
even if the teleport was into the same zone).
Similarly, an attack fails and is canceled, if either of the following occur before the Apply Damage and
Effects step of an attack :
1. The target of the attack is no longer a legal target, or
2. The source or target of the attack moves (e.g. by being Pushed or Teleported away), even if the
move was to a location where the spell was still in range. (In the case of a Teleport, this applies
even if the teleport was into the same zone).
The most common way these can happen is through Divine Intervention"

Sounds effective, armor would be a great way to stop a heap of the damage. Also I would nuke Huggy immediately no matter the scenario.

Spellbook Design and Construction / Re: Forcemaster Builds
« on: July 11, 2013, 01:31:12 AM »
Just a quick tip, I always put wings on my GA when playing against the FM. Nothing beats when they bum's rush it and it takes off and shoots weakness into their face.

Make sure to prepare for this!

Rules Discussion / Re: "bluffing" and "illegal moves"
« on: July 08, 2013, 11:30:05 PM »
I feel like your over interpreting the word "bluff". No where in the rules does it say that you can break the rules, what it does mean is that if you have a spawn point sitting there with nothing on it your opponent wont be expecting a creature during spell selection. Same is if you don't allocate a spell to your familiar. The "bluff" comes from putting something which you do not intend to cast (but legally could) to give the impression that you might to your opponent, thus causing potentially some reaction.

I think allowing people to bind what ever to wands etc is a very slippery slope and is akin to letting people break the rules and putting multiple enchantments of the same type on themselves.

place a wand with decoy as a "bluff" (stated in rules as OK). make it get dispelled, all enchantments turn face up when dispelled. the enchantment states you get 2 mana when it is destroyed. all of a sudden you have a 2 mana advantage over other mage and made them waste a dissolve (2 points) for a wand + decoy (2+1 for arcane, or any element school)

Errm, no wand lets you spell bind an enchantment so how would this work?

Thanks for the write up Mark! Sounds like you play an interesting breed of Warlock, very curse heavy with kiting / solo melee. Its one of the reasons I like the warlock, is his different play styles.

That last Forcemaster had a bit of an odd set up with seemingly lots of out of school spells.

Thou only a promo, so not yet tourney legal, lion savagery is amazing with blue gremlins if you can find the dice tower promo set.

It grants +2 charge and +1 pierce.  Since gremlins count as teleporting when they use fast, move they can exit and renter the same zone unhindered and always attack at 5 with 2 pierce.  7 if you give him a bear strength too.

Also, since their movements are teleports they are great for eating watchtower snipers because they can walk through walls.

I really wish these promos where out, so many good cards I want to get my grubby hands on! Out of curiosity how many copies of each cards did you guys get?

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