January 23, 2019, 10:06:57 AM

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Messages - Arkdeniz

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1
Rules Discussion / Re: Acid Blast (academy, not promo)
« on: January 11, 2019, 03:22:31 PM »
Thanks all.

I had seen the arena promo, but wasn’t sure if the academy card was trying to reimplement it in a different way.

I will have to go thumb my nose at my opponent and say I was right. Would have meant I had a better chance at taking down those two gargoyles. Might have swung the game...

2
Rules Discussion / Acid Blast (academy, not promo)
« on: January 11, 2019, 05:42:38 AM »
Still going through the new academy druid/elementalist cards.

Acid Blast
5 mana for a sweeping 2-dice attack, corrode on a 9+ on the effect die.

That's simple enough.

But what does it mean when it says " When this attack Assigns Effects place an additional Corrode condition on the defender"?

Is it (A): if the defender gets a Corrode (i.e. you roll 9+), it actually gets two Corrodes.
Or is it (B): During the Damage and Effects Step (the arena equivalent to the academy Assigns Effects) the defender gets a Corrode regardless of what was rolled on the effect die
Or is it (C): (just spelling out what "9+ = Corrode" means in the attack bar)

Or is it some fourth option (D)?

Just had an in-game argument about it.
I said it must be (B), since no other academy attack card has the same sort of wording, ruling out (C), and the text is not a conditional (i.e. it says 'when', not 'if') which seems to rule out (A). 
My opponent went for either (A) or (C), on the grounds that (B) would make the card too powerful for the cost.

Does anyone have any insights?

3
Rules Discussion / Academy Twister and Gale Burst vs Guards
« on: January 07, 2019, 06:29:37 PM »
Hi Folks

I am working my way through the new Elementalist and Druid cards (as you have probably guessed).

The Attack spells Gale Burst and Twister have as additional effects "if a minor creature is damaged by [the spell], it becomes inactive."

If you use either of these against a guarding creature that has yet to activate, does the guard lose the guard marker?

The relevant text in the rule book suggests that they wouldn't: "Guard markers are always removed at the beginning of a creature's action phase." A guard that is forced to become inactive does not get to have an action phase.

This does not seem right to me. The effect seems more akin to the arena Stun condition than anything else, and Stunned creatures certainly lose guard markers.

Does anyone have any thoughts on this? 

4
Rules Discussion / Re: Summon a creature in pillar of righteous flame
« on: January 07, 2019, 12:24:36 AM »
Oh! Thanks very much!

5
General Discussion / Re: It is 2019 - What do we know?
« on: January 05, 2019, 06:59:10 PM »
Not dead so long as we keep playing it.

No new releases does not equal a dead game. There has not been an expansion to chess for 1000 years...

6
Rules Discussion / Re: Summon a creature in pillar of righteous flame
« on: January 05, 2019, 06:57:22 PM »
Summoning does not count as entering.

Pushing, teleporting, walking or flying trigger the pillar, but summoning does not.

Rules supplement p.9

7
Rules Discussion / Is Gate to Hell a Zone Attack?
« on: January 03, 2019, 08:15:37 PM »
Yes, I know Gate to Hell is a trash card. But...

when you open it, it makes an attack 'against each non-flying creature in the arena'.

Does that attack count as a Zone Attack for the purposes of damaging a) invisible creatures and b) swarms?

I know per RAW it does not say it is a Zone Attack and therefore Invisible and Swarm creatures might not suffer from the full effect.

But it is an otherwise sui generis Arena Attack. The entire place is filled with the fires of hell, from which there is no hiding, no cover. (As the supplement says "These attacks do not require LoS as the gate is filling the entire board with the arena wide attack") 

I am pretty sure that Invisible creatures get hit, but would the Swarm take full damage?
 

8
Rules Discussion / Defrost
« on: January 03, 2019, 07:17:55 PM »
The current version of the Codex says this of "Defrost":

'this is a trait of flame attacks. It will be defined in a future expansion of the game in which frost damage is introduced.'

We now have Frost damage, but the Elementalist's little rulebook says nothing about Defrost.

Burn tokens and Freeze tokens cancel each other out, but flame attacks do not necessarily cause a Burn, so that can't be it.

Have I missed a memo somewhere that explains Defrost?

9
General Discussion / Re: It is 2019 - What do we know?
« on: January 02, 2019, 02:47:48 PM »
As I've said before, it would be the easiest thing to just put together the Arena stats cards for Elementalist and Monk and ship those two cards as bonuses in another product.

10
Domination / Re: Let's talk Multiplayer Domination
« on: December 26, 2018, 12:22:59 AM »
Two Sslaks or an Usslak would certainly slow the players down.

I have seen equidistant orbs work well in bringing on mage conflict, but I have also seen games where two mages have long standoffs over a zone, with neither player wanting to move first.

As you say, lots of variables are in play, but the longer a game goes, the more player interaction will be forthcoming.

Anyway, great to see some action on the Domnation front - it is an underused style of the game.

11
Domination / Re: Let's talk Multiplayer Domination
« on: December 25, 2018, 08:15:27 PM »
It is easy enough to get a guarded orb on T2 even if it is two zones away, and build a quick offensive straight away to take a second orb on T4.

Vtar of 0+1+1+2+2. Five turns. (And that is assuming Galaxxus is not in play)

In a three or four player game nobody will be willing to take the momentum hit necessary to slow down one player, knowing a third player will come through the middle. Everyone will charge straight for the orb rush.

I think, from having played 3 player domination a lot, you need a win condition of at least 8 points to ensure the mages get mixed up with each other.

12
Domination / Re: Let's talk Multiplayer Domination
« on: December 23, 2018, 03:55:29 PM »
I am imagining a 2-3 hour maximum for each match. Say 5 V'Tar points to end it. Each V'Tar point earned by a player in each match would be converted to Tournament Points with additional Tournament Points added for killing an opponent mage. This would allow players to try a mix of strategies during the tournament.

After X number of rounds the tournament points are totaled and ranked to determine the top 6 players and prizes awarded based on that ranking.

5 points only?

The game will be over in 5 turns. I don't think you'll need 3 hours.

13
Rules Discussion / Re: Dragon's Breath target options
« on: December 23, 2018, 04:57:36 AM »
DaveW,

With tongue in cheek and a wink to a somewhat infamous discussion about the exact size and dimensions of walls, it might be said that if you are looking basically straight down along a wall (as in your example), then perhaps the wall has close to zero depth (as the zone border it sits on does), and your dragon's breath will just treat the wall as not there at all...

;)


Merry Christmas everyone! May 2019 bring many more Arena adventures to you all.   

14
Rules Discussion / Re: Regarding replacement of equipment
« on: December 21, 2018, 09:39:39 PM »
the rule on page 21 states:

"If an equipment object of the same name or location is cast upon a Mage, if the spell is friendly controlled, the new equipment object is placed on the Mage, and the duplicate item (the original one which has the same name or location) is removed and placed in its owner’s spellbook. In this manner, friendly Mages can replace equipment on each other with newer or better choices.
"Note that an enemy controlled equipment spell cannot replace equipment on a Mage. In such a case the spell is canceled and discarded without effect."

This means that you can replace your own equipment, since your mage is friendly in regards to itself. This is useful for such purposes as replacing armour that has corrode markers, changing to a new weapon that can counter defences or flying, changing from a spell discount ring to an increased damage ring, and so on.

You can also cast equipment on opponent mages. Generally you wouldn't want to, but equipment like the Eye of Bael can be harmful to some users. 

15
Mage Wars Academy / Re: How do I order the new expansions for Academy?
« on: December 15, 2018, 10:08:38 PM »
I ordered mine from miniaturemarket.com. Fairly decent price.

Still waiting for them to arrive in Australia, mind you, but US addresses should get them quicker.

I also hear word of an Academy Monk due to drop around March. That's exciting.

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