November 12, 2018, 10:56:59 PM

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Messages - Sailor Vulcan

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1
Custom Cards / Re: Positioning spells for 2x3 Academy
« on: September 19, 2018, 10:15:53 AM »
I think one of the main issues you're going to have to deal with in a 2x3 arena of academy power levels is that a Bash attack of 3 dice is significantly superior (AND FREE!) to most of the academy creatures.  It would be wind spell vs wind spell forever.
In that case, why not just make a ruling that there's no bash attacks? One could argue that academy level push effects are less forceful than arena push effects, so they don't cause bashing. I mean really, can you imagine being bashed by a spell called "Force nudge"?

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Can you imagine being moved by it? :P
No. But I'm not a minor creature. You see where it says that in the target line? It only works on the little guys.

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2
Custom Cards / Re: Positioning spells for 2x3 Academy
« on: September 19, 2018, 09:39:57 AM »
I think one of the main issues you're going to have to deal with in a 2x3 arena of academy power levels is that a Bash attack of 3 dice is significantly superior (AND FREE!) to most of the academy creatures.  It would be wind spell vs wind spell forever.
In that case, why not just make a ruling that there's no bash attacks? One could argue that academy level push effects are less forceful than arena push effects, so they don't cause bashing. I mean really, can you imagine being bashed by a spell called "Force nudge"?

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3
Custom Cards / Positioning spells for 2x3 Academy
« on: September 18, 2018, 06:34:12 PM »
Anyone want to help me test some of these? it's for academy except on a 2x3 zone arena.

Force Nudge
costs 2 mana
range 0-1
lv 1 mind
force subtype
incantation
target minor creature
target creature is pushed one zone in direction of your choice

Force Peel
lv1 mind
type enchant
range 0-2
target zone
subtype force, illusion, trap
costs 2 mana, 3 to reveal

when a creature enters this zone, reveal Force Peel. That creature gains the stagger condition and cannot take any more move actions this round. Destroy Force Peel.

Gust
lv1 air
range 0-1
attack spell
1 dice, 5+ push

Divine Coincidence
range 0-2
enchant
cost 2, reveal 5
lv3 holy
target: non-mage creature
Holy mage only
Epic
When this creature is attacked by a non-spell attack, cancel the attack and teleport this creature up to 2 zones away. Then flip the attacker's action marker face up. If the attack had any costs, refund them all. Skip your next creature activation. Destroy Divine Coincidence.

Burrowing
lv2 war or lv 2 nature
target living creature
incantation
costs 3, one less if target is lv1
until the end of this round, when target creature makes a move action, it can instead burrow to an adjacent zone, ignoring enemy creatures and walls.

Trench
conjuration-- wall
costs 5 mana
lv1 earth lv1 war
target: zone border
range 0-1
life 6
does not block passage or los, nor does any passage attacks
This wall hinders creatures that move through it.

Sticky Mud
conjuration: terrain
lv2 earth
range 0-1
target: zone
costs 4 mana
Sticky Mud hinders every creature that enters or start its activation in this zone, unless its controlling mage pays 1 mana.

Ordinary Rope
cost 4 mana
conjuration
2 life
lv1 nature
target: corporeal creature
target creature is restrained

Dimensional Shift
Enchantment
lv2 arcane
subtype: teleport
range 0-2
target: non-mage creature
dissipate 2

This creature gains the phased-out trait. (It treats all objects that do not have the phased-out trait as if they are not in play, and all objects that do not have the phased-out trait treat it as if it is not in play.) Revealing this enchantment counts as a teleport.

Infernal Chains
Conjuration
target: non-mage creature
cost 5 mana
life 2
armor 3
target creature is restrained and gains the anchored trait

Tiger Leap
lv1 nature
target: minor living creature
type enchantment
range 0-2
costs 2 reveal 2 (1 less if target is lv1)
This creature gains the flying trait at the start of each move action it takes. it loses the flying trait at the end of each move action it takes.

4
General Discussion / Re: The Mage Wars Community Self-Management Project
« on: August 11, 2018, 10:40:11 AM »
There may not be a need to separate these self-management project ideas from Arcane Wonders. It is possible to create a proposed new 'streamlined' version of the rules with an integrated supplement and codex as a community project.

The community can then offer this 'proposal' to Arcane Wonders for potential publication on the official website.

In essence we would become temporary workers volunteering our time to improve the game. By creating a reasonable solution to some of the perceived problems with the current ruleset, we make it easier for Arcane Wonders to deliver an official solution. i.e. they don't need to invest their limited manpower to do this work since the community created an initial solution. Then AW would only need to invest a smaller portion of their time to review, edit and 'officially approve' the proposal.
I really like this idea.


That being said, I don't think any card errata need to be made except for the ones that are already included in ADMW tournament house rules.

Aside from that, Academy card interactions in Arena need to be clarified.

I'm not sure if there's anything else off the top of my head. I thought there was more balance issues at one point, but then it turned out I was wrong.

Also if there's any way to make incorporeal creatures viable again? They were discussing a rule change to ethereal attack trait. Is that still worth considering?

Anything I missed?


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5
Events / Re: OCTGN tournaments
« on: August 08, 2018, 11:26:58 AM »
Also just to clarify this won't replace regular arena and domination tourneys by any means. It was an idea I suggested as a sort of annual or biannual thing, though it depends on how many people are interested.

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6
General Discussion / Re: Gen Con Academy pre releases
« on: August 07, 2018, 08:07:22 PM »
Hang on, do most swarm creatures have pest trait? Maybe we need to update pest to work the way it does in academy. That would probably fix this.

Edit: they don't have pest nvm
i think I prefer the ants. Breaking multiple guards and probing for blocks (and the like) on multiple targets seems incredibly strong.

It would break Domination matches completely, I suspect.

"Yeah, you know that zone of yours with two guards and two On orbs controlled by you? Not any more they're not. I'll just break your Guards and turn those orbs off with this little ant thing, and then come in with my two goblin legionnaires to turn them on for me. Sorry!"

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7
Events / Re: August Mini OCTGN tournament
« on: August 07, 2018, 06:25:17 PM »
Count me in!

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8
Events / Re: Domination Madness Tournament Summer 2018
« on: August 07, 2018, 05:31:38 PM »
What? I literally just moved to a new apartment and the semester just ended. Just because I'm not playing every day doesn't mean I can't play. I'll probably keep playing mage wars fairly often until I find something that can replace it. Although I'm realizing now I'll probably have to make all of my OCTGN matches tourney matches for the time being since I'm not sure I'll havw time to practice outside of tourneys. Anyone want to have a match vs me tonight? I am almost home.

EDIT: is it a requirement to play a match every day? Because I didn't see that on the original post when I first looked at it.

9
Anyone have any ideas for making academy card interactions more clear in Arena? Some of the cards can be kind of confusing sometimes because of the different game terms.

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10
You're absolutely correct in your interpretation of the interaction with armor ward and explode. The casting cost is set and in step 3 "resolve" you destroy the equipment, however that is when armor ward effect is triggered. So then you have to pony up another 2, if you can't then the object is not destroyed as per armor ward. The attack still follows through since the explode effect was not canceled.

Sorry Kharhaz - wrong answer.

Quote from: FAQ 'Explode' entry
The explode attack is dependent on destroying the equipment. If for some reason the equipment is not destroyed, there will be no
attack


Ya that will do it. Thx for digging that up Kelanen
^^

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11
Alternative Play / Re: OCTGN statistics
« on: August 07, 2018, 11:08:51 AM »
It used to be that wins and losses were recorded I think but they stop doing that for some reason don't remember why

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12
General Discussion / The Future of Mage Wars Arena
« on: August 04, 2018, 11:57:17 AM »
So what do you think lies in Mage Wars Arena's future? Things seem kinda bleak right now. Will the whole thing just die out? Will Arcane Wonders release a newer version that actually is successful and doesn't ruin everything? Will they lease the rights to a 3rd party? Or will someone just pick it up in toto and revive it at some point after it dies without Arcane Wonders' permission?

Discuss!

13
Events / Re: Domination Madness Tournament Summer 2018
« on: August 03, 2018, 01:50:07 PM »
I thought it had to be on the Lost Expedition map?
It does. They played on the wrong map

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14
General Discussion / Re: Gen Con Academy pre releases
« on: August 02, 2018, 01:08:22 PM »
Also hello forum, long time no see  ;)
Our Lord has returned! Just in time for frost spells, I suspect. Hallelujah! :P

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15
Events / Re: Domination Madness Tournament Summer 2018
« on: August 02, 2018, 01:07:03 PM »
Me too. Count me in.

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