January 18, 2018, 06:12:24 AM

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Messages - Obsidian Soul

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1
Rules Discussion / Re: Daze and attack spells.
« on: Today at 05:30:18 AM »
I agree.  If you need to attack that turn, yoh should take a full action doing a non-attack action and then use a quickcast to cast an attack spell.

2
Strategy and Tactics / Re: How can the Paladin beat the Forcemaster?
« on: January 17, 2018, 11:22:58 PM »
I would suggest using swarm tactics (it generally works when I go up against the Forcemaster), as it is difficult for the Forcemaster to stand against 6-8 creatures.  In addition, I would suggest thinking about using Eye for an Eye on your Paladin, as it will cause a lot of problems for the Invisible Stalker and the Forcemaster.

3
MTG possesses around 1,000 different ways of dealing infinite amounts of damage when you are not using restricted card format.

4
It was that way when I lived with steelclawgrizzly, we kept getting better because we were playing each other a few times every week.  When we introduced new people to the game, they kept getting better because they played against us and each other until they could beat us.  It was always a moving experience when they got their first victory against either of our major books because they had finally reached our level.  We had a good six people, other than us, who could beat us at least 1 out of every 3 times, which forced us to get even better because we did not like losing.

5
Player Feedback and Suggestions / Re: How to make Mage Wars faster
« on: January 17, 2018, 07:47:36 PM »
It does become more about dice luck than it does about strategy.

6
Player Feedback and Suggestions / Re: How to make Mage Wars faster
« on: January 17, 2018, 06:18:22 PM »
I still do not know how anyone has a four hour game.  I think my longest game ever was two hours, and that was only because we were still realitively new to the game.  I generally play as if I am in a tournament and will concede the game after an hour if it looks that I am losing, as there is no need to draw things out, especially since I will rarely have anything left in my spellbook after twenty turns of play.

7
Player Feedback and Suggestions / Re: How to make Mage Wars faster
« on: January 17, 2018, 03:40:10 PM »
The problem with starting in the center two squares is that there is nothing stopping each Mage from retreating to the corner squares (it just makes it more unpredictable which corner square they end up in).

8
General Questions / Casting Equipment on Enemy Mages
« on: January 17, 2018, 03:37:38 PM »
I was curious about something.  Let us say that I am a Priestess and I am facing a Warlord with a Mage Wand in the shield hand.  Can I cast a Wand of Healing on him to replace his Mage Wand (sending it back to his spellbook)?  If so, is it a viable mana denial and spellpoint denial strategy, as the Wand of Healing costs me only two mana while the Mage Wand costs him five mana and as the Wand of Healing costs me only one spellpoint while the Mage Wand cost him six spellpoints?  Even if he replaces it the next turn with a Mage Wand, it will go back to my spellbook unless he uses Dissolve, and I can always use cast another Wand of Healing after he replaces the Wand of Healing in order to deny him use of his Mage Wand.

9
Player Feedback and Suggestions / Re: How to make Mage Wars faster
« on: January 17, 2018, 01:03:32 PM »
Exactly how slow are your games that you need to speed them up?  I generally finish my games in less than an hour, so I think that any slowness may come from a lack of familiarity with the spellbook in question rather than the slowness of the game.  Back in NC, we could get a new player to do point where they could finish games in an hour within a month, though that generally represented 10-20 games with the same spellbook.

10
General Questions / Re: About the Paladin...
« on: January 17, 2018, 12:58:30 PM »
Thank you.

11
I agree.  I would also like more vampires, more shapeshifters, and some larger faeries (Sidhe and the like).

12
General Questions / Re: About the Paladin...
« on: January 16, 2018, 09:27:44 AM »
No, the Paladin is not a Knight or a Soldier (his subclass is Ivarium and his type is Human), so he does not benefit from special effects that target either type of creature.  I believe that you would gain Valor if your Challenged enemy attacked a guard instead of you and, yes, your Challenged enemy is not obligated to attack during a turn (it could Guard and, if it just has a full round attack, would never generate Valor), but you can always pay 2 Valor to return the Challenge Marker.

13
Spellbook Design and Construction / Re: Don't Give A Trunk Give Two
« on: January 16, 2018, 09:20:47 AM »
I have only one word, Quicksand.

14
Spellbook Design and Construction / Re: Don't Give A Trunk Give Two
« on: January 15, 2018, 04:21:22 PM »
Wouldn't Eagle Wings interfere with the Trample ability of the elephant?

15
Spellbook Design and Construction / Re: Don't Give A Trunk Give Two
« on: January 15, 2018, 02:53:49 PM »
I do not particularly expect the Beastmaster to survive for long with only two creatures.  I would suggest replacing the elephants with rhinos and rams.  I would also suggest the faerie familiar since you have a lot of Enchantments, an Elemental Wand, and a Mage Wand.

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