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Topics - reddawn

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1
Rules Discussion / Temple of Meraveran and X-strike
« on: February 14, 2017, 10:29:18 PM »
How does double/triplestrike interact with ToM?

2
Rules Discussion / Upkeep Timing - Pillar of R.F. and Healing Madrigal
« on: January 18, 2017, 04:32:53 PM »
My opponent has initiative and controls a Pillar of Righteous Flame.  I control a Healing Madrigal affecting all creatures in the same zone as the Pillar.  Basically, because the creature he wants to target has no damage on it, he wants to make the healing happen first, then the Pillar's attack, and I obviously want the opposite order of events.  Would my opponent get to choose the order, or would I? 


3
League / Tournament Play / Pittsburgh Mage Wars 2.0
« on: January 06, 2017, 06:05:44 PM »
Any regular players around Pittsburgh, PA?

4
Strategy and Tactics / The Mage Scale and Matchups
« on: November 21, 2014, 08:47:28 PM »
Concept: Create a scale that rates/lists mages based generally on whether that mage excels in the early, mid, or late game

For those who don't really know what "X"-game means, the term refers to how much stuff has happened since the start of the game, usually measured by the amount of cards in play. So, "early-game" would be the first few or so rounds of the game when neither player has played many cards, "midgame" would be when both players have some cards, and "lategame" is when you would expect both players to have played many cards. A mage's stats and the kinds of cards he or she has access determines where they fall on the scale of early, middle, or lategame.

My list, in early/mid/late-game order:


Forcemaster - Straywood Beastmaster - Arraxian Crown Warlock - Priest - Johktari Beastmaster - Bloodwave Warlord - Anvil Throne Warlord - Adramelech Warlock - Druid - Wizard - Necromancer - Priestess.

Generally, the mages nearer to the beginning of the list want to be applying pressure through attacks on the opposing mage, whereas the mages nearer to the end focus more on getting more mana and cards.  Depending on the mage you're playing and the mage your opponent is playing, you may want to be playing more offensively or defensively than you anticipated; that's fundamentally what a matchup is.


Granted, that I still have a lot to learn :D, I attribute a lot of my better playing/deckbuilding to recognizing how a particular mage relates to the other mages in terms of how I should spend mana in a given matchup.  Maybe knowing matchups comes to some players naturally, but Mage Wars gives the player access to so many choices at once that knowing which choice is right can be overwhelming.  This is doubly complicated in that, once you start playing against tougher opponents, you're also trying to out-think your opponent at the same time, preparing a counter for the counter you expect :o.

That's when a mental exercise like the "mage scale" is useful; by knowing where each mage sits, you can cut through the "analysis paralysis" and narrow down your choices during deckbuilding and during a match.  Sometimes the answer to what you should be playing or how to counter your opponent isn't obvious, but knowing how the mages in that game basically relate to each other can at least point you in the right direction.

I'd like to see other players' "mage scales" too  :)

5
Spellbook Design and Construction / Anvil Throne Deck Help/Criticism
« on: November 09, 2014, 11:44:57 PM »
Anvil Throne Warlord
Attack2 x  Hurl Rock1 x  Flameblast1 x  Geyser1 x  Acid Ball1 x  Arc Lightning1 x  Hail of Stones1 x  Hurl BoulderConjuration1 x  Battle Forge1 x  Hand of Bim-Shalla1 x  Archer's WatchtowerCreature1 x  Dwarf Kriegsbiel2 x  Orc Butcher1 x  Goblin Alchemist1 x  Anvil Throne Crossbowman1 x  Sir Corazin, BlademasterEnchantment1 x  Akiro's Favor2 x  Bear Strength1 x  Lion Savagery1 x  Nullify1 x  Regrowth2 x  Falcon Precision1 x  Retaliate1 x  AgonyEquipment1 x  Regrowth Belt2 x  Harshforge Plate1 x  Leather Boots1 x  Leather Gloves1 x  Dragonscale Hauberk1 x  Storm Drake Hide1 x  Deflection Bracers1 x  Eisenach's Forge Hammer1 x  Elemental Wand1 x  Wand of Healing1 x  Eagleclaw Boots1 x  Enchanter's Ring1 x  Helm of Command2 x  Morning Star1 x  War SledgeIncantation1 x  Minor Heal1 x  Sniper Shot1 x  Battle Fury1 x  Perfect Strike1 x  Purify2 x  Dispel1 x  Charge1 x  Dissolve1 x  Force Push1 x  Teleport1 x  Defend1 x  Flank Attack1 x  Piercing Strike1 x  Power Strike
Total cost: 112 pts


My most recent AT Warlord build; basically, I start with a Hand of BS and a Battle Forge, then adapt from there.  I usually choose to go second, though with a Wizard opponent I may want to be first to prevent mana on a Gate.

The general idea is to draw out the fight to midgame against more aggressive decks and go on the offensive against defensive decks.  I feel that the dwarf Warlord is a very mid-game oriented mage, though I think he's particularly strong against aggressive builds with the Defense +2, Armor +1, and Cantrip runes in combination with Harshforge plate. Akiro's Favor also ensures either hammer has a good chance for attack-cutting dazes.

The issue I'm running into now is that, at 112 points and most of my bases covered, I'm not sure what else to add.  I'm missing a second ring, but I don't think the General's Signet Ring is good here; builds with the Barracks are just better with the BW Warlord, and I usually don't have the opportunity to cast more than 4 creatures.  I could include an elemental ring, but 2 points for a situational +1 die doesn't seem worth it, and the Command Ring feels slow given the dwarf's Power rune.

Any suggestions or comments?

6
Custom Cards / Sheepskin
« on: September 02, 2014, 12:10:52 AM »
Sheepskin

+1 armor, Frost -1, Flame +1

When the equipped Mage takes a move action, put a Static counter on Sheepskin.  When Sheepskins has 2 or more Static counters on it, the Mage may remove all Static counters and use Sheepskin's Damage Barrier.

Damage Barrier: (Lightning)(Unavoidable) 3 Dice, Daze = 5-9, Stun = 10+


I like sheep!  :D

7
Spellbook Design and Construction / Blood Demon Aggro
« on: August 30, 2014, 07:26:48 PM »
Blood Demon AggroWarlock
Attack1 x  Fireball1 x  Force Hammer3 x  Acid Ball1 x  FlameblastConjuration2 x  Enchanter's WardstoneCreature3 x  Blood DemonEnchantment4 x  Bear Strength3 x  Bull Endurance2 x  Lion Savagery2 x  Agony2 x  Cheetah Speed2 x  Enfeeble2 x  Ghoul Rot2 x  Magebane4 x  Mongoose Agility1 x  Nullify2 x  Rust1 x  Rhino Hide2 x  Vampirism2 x  Arcane Corruption1 x  Marked for Death2 x  Poisoned BloodEquipment1 x  Demonhide Armor1 x  Lash of Hellfire1 x  Ring of Curses1 x  Wand of Healing1 x  Dragonscale Hauberk1 x  Eagleclaw Boots1 x  Enchanter's Ring1 x  Storm Drake HideIncantation3 x  Dispel2 x  Dissolve1 x  Force Push1 x  Seeking Dispel1 x  Teleport
Total cost: 120 pts

This is a book I just built but have yet to try out.  The plan is fairly straightforward; summon 3 Blood Demons, buff them (and sometimes the Warlock) up and drop curses, and assassinate the other mage.

Anyone have experience with this kind of book?

8
Custom Cards / The Prophetess
« on: April 17, 2014, 07:39:09 PM »
"We are the forgotten.  Friendless, scorned, and betrayed, Etheria would sooner see us drown in the fires of its aimless wars than heed the prophecies of old. A great judgment comes as the veil between Etheria and the elder spirits wanes...but words alone cannot hold back the unspeakable horrors that seek entry.  We have seen the signs and sounded the call; if our truth now falls on deaf ears, then we must all embrace the coming Terror."

_

Prophetess - 120 spellbook points - 32 Health - 0 Armor - 10 Channeling

Creature - Human

Subtype - Storm-torn Wastes

Training - Arcane school and player's choice of Holy or Dark school - Corporeal creatures and Conjuration spells cost triple during spellbook construction

Spectral Portal - During the Deployment phase, the Prophetess may place her Portal token (up to 1 zone in the direction of her choice).  When you summon a Spirit creature, you may instead summon it in the Portal's zone rather than your own.

Spirit Call - Once per round, when you summon a Spirit creature, you may pay mana equal to its level.  If you do, that creature enters the Arena active.

Basic Melee Attack - 3 dice

_


I thought a Spirit-themed mage would be a neat idea, since Corporeal creatures currently have a monopoly on relevant abilities.  The Prophetess could have cards that allow her to interact with her Portal other than summoning spirits, such as calling forth weird inter-dimensional attacks at its location or improving the abilities of her spirits.

Anyway, I don't think I've suggested a new kind of Mage yet, so that's my initial try.  Thoughts/suggestions/outbursts are welcome.

9
Rules Discussion / Official Competitive Tournament Rules?
« on: April 13, 2014, 06:04:49 PM »
Do these exist yet?  I'm returning to the game after a long while, and I still have a concern about knowing exactly what the competitive rules are, since from what I recall, those can heavily affect balance.

Are they the rules from Gencon 2013, Bashcon 2014, or something else?  The official time limit for a competitive game (where players know the rules and their spellbooks) appears to be 90 minutes, but how should the winner be determined?

10
Rules Discussion / Moving Target and Enchantment Transfusion
« on: September 02, 2013, 03:06:38 PM »
The FAQ states:

"A spell fails and is canceled, if either of the following occur before the Resolve Spell Step:

1.The targetof the spell is no longer a legal target, or

2.The caster or target of the spell moves (e.g. by being Pushed or Teleported away), even if the move was to a location where the spell was still in range. (In the case of a Teleport, this applies even if the teleport was into the same zone)."


So, for example, if I had a Eagle Wings enchantment on a Mountain Gorilla and my opponent cast a Dispel targetting the Eagle Wings, could I reveal a Enchantment Transfusion, targetting that same Gorilla yet still moving the Eagle Wings (just to the same target), in order to counter the Dispel?  The FaQ suggests that I can.

Is this correct? 

11
Strategy and Tactics / Walls
« on: August 31, 2013, 10:03:12 AM »
How/when/etc do you guys use walls?  We are more familiar with the walls with the Passage Attacks trait and Pushing creatures through them, but I'm more concerned about the Passage Blocked/Blocked LoS walls like Wall of Stone/Steel, which seem to be largely ignored at the moment.

Do you use these walls to section off parts of the arena?  Maybe even an entire half of it?  What kind of success have you had or not had? 

For example, I've been struggling with playing the Warlord, so I'm looking at all the cards he has access to and his abilities, and thinking about using a strategy that may heavily section off parts of the arena and use Royal Archers/Slingers/Sniper in combination with Archer's Towers to harass my opponent, with Mountain Gorillas or creatures with the flying trait.  Or maybe to leave only 1 zone open to pass through, but use a Wall of Pikes so that it's harder to get into my side rather than my opponent's side.  It would look something like this:

X XW X X
X XW X X
X XP  X X

X = Zone
W = Wall of Steel/Stone
P = Wall of Pikes 


Perhaps I could incorporate some traps, like Spiked Pit, to compliment this strategy.

Basically, I'm asking, while I test this myself, whether you guys have experience using walls in this way or any way that is beyond simply pushing a creature multiple times through a wall with the Passage Attack trait.  The Warlord (and I suppose the Priestess as well) in particular seem well-suited to doing this sort of thing, with their easy access to ranged Soldiers and fortification-style enchantments, so any thoughts/experience about those two would be especially welcome.

Thanks!

12
Rules Discussion / Conjurations and LoS
« on: August 30, 2013, 02:01:47 AM »
Do conjurations that have attacks, such as Akiro's Hammer and Temple of Light, require LoS?  And if so, do they require LoS or the controlling mage?

I checked the FaQ and so far I only saw that creatures required LoS..

13
Rules Discussion / Piercing +X
« on: August 23, 2013, 03:50:36 AM »
Does this trait function the same as Melee +X?

14
Strategy and Tactics / Mana Leeches Against Control?
« on: August 17, 2013, 03:51:15 AM »
What do you guys think about Mana Leeches as a way to counter control?  I think they're a good idea, since you can send them against a guard to remove it for future attacks on the enemy mage, but Mana Drain will also slow your opponent's mana advantage, especially if they channel higher than your mage.

They also have the very valuable Psychic Immunity trait, which allows Leeches to avoid cost efficient control cards like Sleep and Pacify, as well as attacks from control creatures like the Screech Harpy.

Thoughts/Experience using them?

15
Player Feedback and Suggestions / Level 2 Demon/Holy Creature
« on: August 14, 2013, 04:16:03 PM »
Bloodreaper and Holy Avenger add a lot of flavor and strategy to the Warlock and Priest; however, I see some problems with the viability of these abilities given each mage's limited or non-existant access to level 2 creatures.

In the case of the Warlock, I'm finding it difficult to actually use Bloodreaper for 2 main reasons; no level 2 demon to round out the retinue of demons, and the fact that Dragonscale Hauberk, a very popular equipment, completely defeats 2 out of the 3 demons available to be Bloodreapers.  This leaves the Dark Pact Slayer, which is a very good creature to be sure, but given the Warlock's naturally lower channeling, is not always a reasonable choice.  I don't feel that Warlock players should be pigeon-holed into playing a Dark Pact Slayer every game, nor do I feel that they should be required to look outside the Dark/Fire schools for a Living level 2 creature.

I would like to see some kind of level 2 demon, and preferably one that does not deal Flame damage.  The Warlock's weakness to Flame resistance is so pronounced that I don't think another demon with a Flame attack is really necessary. 

For the Priest, I understand that there is technically a level 2 Holy creature available, the Asyran Defender, but I think it needs to be officially made tournament legal so that people don't feel discouraged to play with it.   This is less of an issue, since Priest players have a larger card-pool of potential Holy Avengers, but nearly all of them are relatively expensive level 3 creatures. 

I think this is important concern for the balance of the game, because other mages are not limited like the Warlock and Priest are.  The Beastmaster and Warlord, the two other mages with Pet (or pet-like) abilities have lots of creatures to choose from in the level 1, 2, 3 and even 4 range, and thus don't struggle at all to find the proper pet or just creature for a given situation.  Furthermore, the Forcemaster, Wizard, Johktari Beastmaster, and Priestess all have abilities that do not rely so heavily on their cardpool to actually make use of their abilities.

Hopefully there are level 2 creatures in the works, so that these abilities can be more flexible.  Thanks!

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