September 18, 2018, 06:40:48 PM

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Messages - Robintheboywonder

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General Discussion / Re: The Killer Bees
« on: August 28, 2018, 04:00:44 PM »
In the rules creatures are always living unless otherwise stated, and conjurations are always nonliving unless otherwise stated. Killer bees are a creature therefore they are inherently living.

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General Discussion / Re: Gen Con Academy pre releases
« on: August 16, 2018, 04:18:42 AM »
Any official word on what Melting trait is. 2 frost creatures have it and deep freeze nullifies melting. Not sure what it is, could be 2 damage per upkeep.

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General Discussion / Re: The Killer Bees
« on: August 14, 2018, 08:45:51 AM »
The other option is that it only critical hits living objects but it rolls normal damage against nonliving. That way its not poison damage, so it could still hit nonliving creatures but it doesnt auto crit them.

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Spells / Creature card mana tier list assertion and explaination
« on: August 09, 2018, 11:41:39 PM »
So just for creatures, but it might work for the other types of cards, I broke down the tiers of creatures by mana cost. There are 3, 5, 8, 12, 16, 20, and 24. 3 mana creatures are fragile, there are not a lot of them but they exist. If u sneeze on a 3 mana creature it dies. One exception is sanguine hunter, he special. Next is 5 mana, which is really 4-6 mana creature, these are basic creatures, build a swarm with these. 8 is 7-9, these creatures can be strong but can also get killed relatively easy. Timber wolf is thought to be the best example of this group but really he is the gold standard, he is top tier for this group. 12, 11-13 the strengths and weaknesses of this group can be comparable to group 8. The difference with group 12 is they have special traits, abilities, attacks, or effects which set them apart. 16, 15-17 they have added strengths from previous group. These are your heavy hitters enough said. 20, 19-21 these are your champions, chances are u have only one card from here in your deck. It is the face of your deck u might say. It will wreck havoc on your opponent and his creatures, as we'll as make them divert actions and resources to dealing with it. This is your big gun. Group 24 is God tier, they are crazy strong and ridiculous to kill but not impossible to destroy however the best way to deal with this creature might be to not deal with it and just go for the enemy mage.
I think looking at creatures by what mana tier group they belong to is important when deciding/understanding how you will build your book and your mage summon creatures. Because this is a customizable game u can have any creature u want in your deck regardless of school, but having in school creatures is always an optimal strategy for SP efficiency and summoning potential. Look at your mage's in school creatures and figure out how many different creatures and which tier they reside. There is an importance and difference in amount and variety. The Siren currently(not including 2 newest expansions at Gencon) has only 1 creature in the 5 mana tier and has 6 cards of that creature. So her amount is 6 and her variety is 1. The wizard has a variety of 2 at the 5 mana tier. While beastmaster has 8 variety and thats just counting animals. Going back to the Siren, if we look at her 8 mana tier and her 12 mana tier, she has 2 and 6 respectively. We can think of 5 mana as a basic creature, an 8 mana as a warrior, a 12 mana as a specialist. With 6 varieties of 12 mana creatures we can say the Siren has an easier time building or utilizing creatures with specialized skills and traits than swarm building. Beastmaster biggest strength is versatility when it comes to creatures and building. He can go many different directions because he has a variety of creatures in each mana tier. Beastmaster have all these pieces to a puzzle and their challenge is deciding what the imagine looks like.

This was just my observation and and thoughts on creatures, mana cost, deck building, and utility.

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General Discussion / Re: Gen Con Academy pre releases
« on: August 09, 2018, 04:16:23 PM »
Keejchen thanks for clearing up what attacks can or cant target swarms. Every attack can target them but damage dealt will differ depending on the type of attack. The points 5-8 I left out only because I was focusing on how swarms treat attacks against them but they are important for knowing what all a swarm is capable of doing, receiving or negating.

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General Discussion / Re: Gen Con Academy pre releases
« on: August 08, 2018, 10:55:57 PM »
My understanding of swarms is
1 non spell attacks cant target or affect unless stated it can hit swarms
2 non zone attacks do max of one damage

The above notes are known by looking at the swarm trait summary in the photo link. Below is what I'm assuming is also correct about swarms
1 zone attack spells will do damage shown on dice
2 zone attacks like Oscuda or Ludwig boltstorm will do damage as shown on dice
I just want to be sure any type of zone attack will hit swarms normally.

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General Discussion / Re: Gen Con Academy pre releases
« on: August 06, 2018, 10:28:28 PM »
Well its good to have a counter for it. My understanding of what swarms bring to the table is a creature that will ignore armor because it only crits. This makes swarms strong against zombies and high armored foes. I would like to fully understand how the conditions: weak, stagger(assuming they are not minor creatures, Idk plz clarify) and frost( since frost counts as minus 1 di for attacks) effect a swarm attack. To my knowledge they have no effect on the swarms dice roll since the minimum amount you can roll is 1 do and the swarms roll just 1 di but multiple times. This means swarms counter the effects of a couple of conditions because the conditions reduce number of dice rolled for attack not number of attack actions. Swarms seem strong and even bettet with the etherian life tree to increase how many times they can roll the di.

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General Discussion / Re: Gen Con Academy pre releases
« on: August 05, 2018, 11:55:32 PM »
What is the lowest level frost spell? Having a level 1 frost spell seems weird considering it is either a water or air school spell. Druid has the level 1 water school, but seeing a plant mage have easy access to an ice spell, something that literally kills the green, would seem out of place. I'm assuming frost is level 2 and higher but I would like to know absolutely.

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General Discussion / Re: Gen Con Academy pre releases
« on: August 05, 2018, 11:54:57 AM »
I completely forgot to ask but someone hinted to the answer to my question. What school of magic are frost spells? I would guess Air and Water combo but it could be just Water school. This would give the Siren a whole lot more options assuming frost spells can hit flying creatures. Running frost to cover the fact that hydro attacks cant hit flying creatures.

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General Discussion / Re: Gen Con Academy pre releases
« on: August 04, 2018, 10:37:01 PM »
Just like there is an enchantment to prevent burn removal, adremalech's touch; I wonder if we will see a freeze removal prevention enchantment (permafrost).
On that note, there is an incantation which damages a target based on the number of burns they have on them. Combustion has you roll 2x dice where x= number of burns on the target, then u remove all the burns. Could we see some sort of incantation of this nature but for frost/freeze. I would call it frostbite.

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General Discussion / Re: Gen Con Academy pre releases
« on: August 04, 2018, 10:26:59 PM »
Freeze = lumbering. Fair enough, slow or restrain might be too strong for this condition considering it counts as 2 damage. So freeze is like a lesser taint condition, because it is easier to remove freeze but its added effect of lumbering gives it something to set it apart.
Any extra effect on flying creatures? In Pokemon flying type is weak against ice type attacks. Would be interesting to see if freeze could remove flight.

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General Discussion / Re: Gen Con Academy pre releases
« on: August 04, 2018, 09:06:57 AM »
If I could I would buy both first chance I had. I'm stuck waiting on official release date. Is there a way to pre-order? I want to get both packs as soon as they drop.

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General Discussion / Re: Gen Con Academy pre releases
« on: August 03, 2018, 11:59:36 PM »
Yes, insect builds could be a thing. I felt like bee swarms should be included for this. As for conjurations, are they zone exclusive? Do u have to destroy your opponent's zone exclusive conjuration b4 u play your own since Academy is essentially a single zone.

We heard about thw druid but what about the elementalist? What FROST SPELLS can we look forward to using

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General Discussion / Re: Gen Con Academy pre releases
« on: August 02, 2018, 05:02:37 PM »
I just want to have them :'(

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General Discussion / Re: Gen Con Academy pre releases
« on: August 02, 2018, 04:48:25 PM »
So these are at Gencon now, but are we still expecting the October ish release of these expansion for those not at the evnt or will it be available sooner? Can I pre-order both? When will arcanewonder have it on site to buy(October)?

I'm now speculating and giving thoughts below

I like the idea of academy Druid. Maybe more than just plants to use, such as insects. Maybe some plant type enchantments, attach to an enemy and a seed grows within them or a weed/parasite plant. Seems cool, we'll see.

I was expecting a necromancer but I'm ok with them not doing one or if he is in the spring 2019 release. I think arena necro has plenty of tools to use, while adding cards can provide more fun, options, or variety to his and others' decks, I feel he isn't the most imperative to boost through Academy release.

In regards to the elementalist, a bold move to introduce a new type of mage to the academy scene before having it in arena(you know Arena the main version of mage wars, the big brother to Academy). The excitement of the unknown gets me hyped and thinking of what could be. Will we see FROST SPELLS? Will there be more Elemental creatures, lesser versions of Arena ones? Will he work as a solo mage sweeping(literally sweeping, as in hit 2 targets or more) through enemies with some wild attack spells? Will we, and I think we will, see some crazy elemental based incantations and enchantment cards which incorporate the elements. Example would be Air school incantation, healing wind; target a creature and heal it a low dice amount like 2 roll, then if possible move to another zone and heal another creature 2 dice roll, then continuing in that direction do the same thing until u hit a wall/ run out of zones. So this would be like mending wave with the directional element( pun not intended) of tsunami. Or like an enchantment card that covers u in rocks so u gain armor but u gain the slow effect as well unless u are uncontainable or unmoveable and it only targets corporeal creatures.

These are the things this mage could do, anything is possible. People kinda trash talked arcanewonders for slacking on Mage Wars, but what if they were just silent because they knew they were going to bring the thunder.

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