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Messages - Reddicediaries

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General Discussion / Re: Creating Cards - Week 2
« on: July 06, 2020, 11:17:45 AM »
I agree with the previous two posts. Is it really thematic for a Necromancer to have an angel helping him out?

Rules Discussion / Re: The Embalmed again
« on: July 05, 2020, 08:57:41 AM »
Oh, I thought they were beta for playtesting at this stage.

They are, but that change is almost certainly final.

Rules Discussion / Re: The Embalmed again
« on: July 04, 2020, 10:49:38 PM »
There was a revision? I must have missed it. Where might I find it?

Have you been keeping up with the recent Arcane Duels videos? All the changes can be found there or on OCTGN.

Rules Discussion / Re: The Embalmed again
« on: July 04, 2020, 07:46:06 PM »
You may not.

The recent revision requires that you target such creature, and since bees cannot be targeted, these cannot the be target of The Embalmed.

General Discussion / Re: New player plus looking for local players
« on: June 26, 2020, 08:05:06 PM »
Hey guys, just found out about this awesome game. I'm looking for tips and strategies for a new player, as hopefully I'll be playing with a couple veterans.

Also, I'd love to get some games in if anyone is looking for some local games up in North Indiana near Fort Wayne.

Zot is close to you, I believe.

General Discussion / Re: Create a Card - Together!
« on: June 23, 2020, 12:19:20 PM »
That's gotta be an expensive enchantment Arkdeniz, but I like the idea of adding Immovable and making it temporary.

I also really hope we can make the angel anything other than Holy (they do not need more good creatures), I really like the idea of dark/fire school "fallen angel" to make them specifically for warlocks (I think they need the most help).

I agree Holy doesn't really need more great creatures. The Warlocks, though? They are doing great! Araxian is easily the best mage in the game. Fire and curses? Let's go!

General Discussion / Re: Create a Card - Together!
« on: June 20, 2020, 04:56:40 PM »
Art's too centered on the creatures to not make them creatures.

For the first, I'd go Dark/ a Death Knight type thing from D&D.

For the second, I'd go Holy/Fire...I know the level 5 angels don't get a lot of play but you already have a lightning, air, and light so I'd go with something like Righteous Angel.

I'd be wary of a potential duel school card. Those tend to be hard to use.

General Discussion / Re: Create a Card - Together!
« on: June 19, 2020, 02:18:23 PM »
First of all, the art on both of these is great.  :)

I like Keejchen's suggestions, but I think promoting intercept is a dangerous thing, especially when we are trying to make the game shorter. I also cannot picture the art on these cards belonging on an enchantment.

Thematically, it makes sense to me to either have both cards be in the Holy school or have card one in War and card two in Holy. The second could be connected both to Pillar of Righteous Flame and to Valshalla, I suppose. Sort of like a Holy Avenger personified.

Any sort of math or card specific text eludes me at present, but this project seems to be very interesting, indeed.

Keep up the great work.

Events / Re: Mod Wars - An Arcane Duels Modded Mage Wars Tournament
« on: May 01, 2020, 09:28:11 AM »
Effectively, yes.

Events / Re: Mod Wars - An Arcane Duels Modded Mage Wars Tournament
« on: April 30, 2020, 08:22:10 AM »

Just wondering.

7 matches that would be 3 matches in the Group Stages.
1 and 2 advances then the final 8 play knockouts?
(I guess there could be a losers bracket as well)

Or only 1 player advance from the Group Stages.
The final 4 play knockout matches.
That would only be 5 matches.


If you look at the Challonge, I think you can see the way the tournament is going to be laid out.

Events / Re: Mod Wars - An Arcane Duels Modded Mage Wars Tournament
« on: April 21, 2020, 02:07:04 PM »
Since there is currently a bug on OCTGN where certain Druid books cause multiple errors and break the phase system, I wonder if we still need to play those games or what your solution might be.

I've played multiple matches where the bug was in place and they don't take much longer than normal. Both players just need to make sure they don't spent ten minutes in the planning phase, which is also a concern for games without the bug.

Spellbook Design and Construction / Re: Arena Elemental Wizard
« on: April 12, 2020, 06:32:12 PM »
You could draw inspiration from Keejchen's "Elemental Lord." Should be on the forum (search that title) and on his Youtube channel.

General Discussion / Re: It is 2019 - What do we know?
« on: December 15, 2019, 01:02:17 PM »
Sorry but that's impossible since Mage Wars is dead! Stop lying!

My statement was quite true. I am enjoying the game as is... why do you doubt me? I don't especially care if I never buy anything else from AW ever again... I have all I need now.

Edit: I do not appreciate being called a liar.

Enti is being sarcastic.

"The game is moving towards longer, more complex games, distancing itself from fast-paced mainstream card games."

And this is what I take issue with.

I do not see these longer games as more complex. Large armies clashing is boring, at least for me.

I have a few thoughts/questions on this.

Intangible from Arcane Duels talked about this way back, rushes have a lower ceiling and will not win as consistently. You are right that this is a trend that is becoming more pronounced. But is that a bad thing? The game is moving towards longer, more complex games, distancing itself from fast-paced mainstream card games.

Would you really prefer the opposite? That rushes were the main strategy in the game? Run forward, throw boulders, games are over in 30 minutes, all books are the same because opposed schools doesn't mean anything when only a small percentage of your SBP ever sees play. Obviously a middle ground is best, but at least long games are the lesser of two evils.

The big downside of Ritual of Kallek is that it burns your SBP for a short term gain. If SBP is worthless, then the Ritual is amazing. If SBP is worth something, then the Ritual is not worth as much. Same could be said about Wispwillow, Mana Lotus and Remove curse.

Everyone is limited by SBP, when building a book you need to balance it so you can win the game after your economy has paid off, both against rushes (which you claim is easy) but also other economy books (which should then provide you with some challenge).

How does your multiple spawnpoint Necromancer do against a multiple spawnpoint opponent? More importantly, do you consider those games boring?

Theoretically it is possible for a game of Mage Wars to last indefinitely, if both mages resolve to just sit in their corner and do nothing every turn. But how often does that happen? I think this has happened once in my MW career, no one wanted to engage so we agreed to a draw and played the next game. Does it often happen to anyone else? What happens in those situations?

Eventually you will have to engage to win, in a game of two economy books you should see skirmishes across the middle zones and larger, more important spells to swing the game like conjurations and zone attacks. Sounds fun and epic?

The biggest issue is probably real life time constraints? I like to think that quality games take time, and Mage Wars Arena at its slowest is still faster than most grand strategy games. Although it would really help if OCTGN had a save function.

Finally, the take from this is that more people should play Domination, it's a really fun game mode!

I think you are somewhat misunderstanding rush in this context .

Obviously just running and throwing boulders will not work and is not a fun experience for any player. But that's not what rush entails. Rush implies aggressive play, which should be a perfectly valid strategy. I personally find games which involve few creatures to be far more interesting and tactical than games with large armies. As JackSmack said, the later often divulge into teleport wars. No fun for anybody.

I can't help but notice that you hardly ever play rushes yourself (at least in competitions), instead favoring the long game. So perhaps you're biased against rushes.

I think the game should have a balance between more economy based builds and more aggressive ones. In an ideal world, I'd see this developing:

Rush beats economy builds
Economy builds beat defensive builds
Defensive builds beat economy builds

Obviously those classifications don't really exist inside the game at this point, but that's what I would have liked to see in an ideal situation.

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