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Topics - SharkBait

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1
Events / The Arcane Duels League Season 2
« on: September 18, 2019, 08:53:18 AM »
The Arcane Duels League Season 2


League structure and outline
  • The League will be played in a round-robin fashion with each competitor playing each other competitor once. If enough competitors for 2 groups, then each competitor will play only those in their group
  • Once Group play has finished, there is a 4 person, single elimination play-off to determine the Season's champion
  • To begin, Arcane Duels is accepting 8-16 entrants. The number of entrants that have signed up by 28 September 2019 will influence how we set up the league. An announcement about the exact structure of groups will be made between 29 September and 5 October 2019.
  • In order to enter, you must commit to playing one mage wars game per week. That equates to 7 games in 7 weeks. If that commitment is too much, please do not enter.
  • If you would like to enter the League, email arcaneduels@gmail.com with your name on OCTGN. SIGNUPS WILL CLOSE 28 SEPTEMBER 2019. The target start date for the league is Sunday, 6 October 2019.
    • The weekly schedule will be as follows:

      On Monday of each week, every entrant submits the mage that they will play to arcaneduels@gmail.com.
      **Those who don't submit their mage choice by Monday night shall be hounded relentlessly on Tuesday by Coshade (and no one wants that, so submit on time). If by late Tuesday a mage choice is not received for a competitor, their mage choice will be randomized.
      ***Monday will also include the announcement of the results from the previous week for all weeks after the first

      On Tuesday the matchups for the new week will be announced. Both competitor match up and mage choice will be announced.

      Competitors have from the matchup announcement on Tuesday until 2359 Central US time Sunday to get their matches played and the results emailed to arcaneduels@gmail.com.
      *You can email just the result in a text format,video recorded by you (you'll need dropbox or gdrive for that), or the OCTGN inherent replay files for possible later casting.

    Ideally, there will be a featured match up each week. Arcane Duels will reach out to the competitors in the match up chosen for that week and work to schedule either a live cast or acquire the replay files.
Rules
  • If one party has been unresponsive in scheduling a match, they will forfeit the match and be given a loss
  • If attempts have been made by both parties to schedule a match and it just doesn't line up by the end of the week, let Arcane Duels know and we will try to help on a case by case basis (typically by having the match scheduled for the following week with those competitors being required to play 2 matches during the next week)
  • If neither player has attempted to schedule, both will be given a loss
  • The first unresponsive week will incur a warning. The second will incur a drop and the competitor will not be allowed to participate in the next season (should we have one).
  • If required, a judge makes the final call on a rule. Any argumentative discussion that takes an excessive amount of time will receive a warning then if it continues that player will be disqualified.
  • If a player gets disconnected and dropped during a tournament match it will be considered a loss for that player
  • All cards released on OCTGN are legal to use. All promotional cards available on OCTGN are also legal.
    Players will build a spellbook with the standard amount of spellbook points and restrictions.
    Any promotional cards that have been officially released in a set will be considered to read as the official released in a set version

Restrictions And/Or Clarifications


NEW RULES FOR SEASON 2:
  • ALL MAGES WILL CHANNEL 10.
  • The Druid's Treebond will not confer channeling + 1, only Innate Life +4 and Lifebond +2
PREVIOUS RULES FROM SEASON 1 THAT WILL BE KEPT:
  • Disciple of Radiance Text Change
    Once per round, whenever your Mage casts or reveals a healing spell, Disciple of Radiance may deal 1 direct light damage to a target creature in her zone
  • Casting a Spell - Change to the end of the Pay Costs Step
    Previous wording - If you cannot pay all of the costs, the spell is cancelled and discarded, and you have lost the action.
    New wording -If you cannot pay all of the costs, the spell is cancelled and obliterated, and you have lost the action.
    Everything else remains unchanged about the step
  • Steep Hill
    Steep hill will block Line of Sight if you cast a spell and it goes through two diagonal sections of the.
  • Force Pull
    Once per round, the Forcemaster may cast this quick Force spell. Target creature is Pushed 1 zone towards the source of this spell. Will not Push a creature through a wall with the Passage Attacks trait.
  • Trample
    - If a Flying creature attacks a non-Flying object, it loses Flying until the end of the attack.
    - Elusive Creatures can ignore guards when making a Trample Attack
    - Defenses that do not work against Melee attacks cannot be used during the Avoid Attack step, however all other types may be (choosing one during the step following normal rules).
  • Symbiotic Orb
    Symbiotic orb triggers during the Avoid Attack Step
  • Burns
    Object is on fire. This is a flame condition. Each Upkeep Phase, roll 1 attack die of direct flame damage for each burn marker on each object. On a roll of “0,” remove that burn marker. Burn markers have a removal cost of 2.
  • Dig in and Press the Attack only apply to the zone they are in
  • Object Enchantments, equipment, creatures, and conjurations are spells which represents objects in the game, remaining in play after they are cast. The Mage is also considered an object. Incantation and attack spells do not become objects.
  • Swarm (Please remember all non-mage objects are also spells)
    Creatures with the Swarm trait cannot be targeted by non-attack actions or spells that do not specifically target Swarm creatures.  When attacking, Creatures with the Swarm trait may make additional strikes equal to their remaining health.  Additionally, they are immune to conditions, healing, and life gain that does not target swarms. Non-zone attacks do a maximum of 1 damage to them. Swarms cannot guard.
  • The Embalmed
    When summoning The Embalmed, remove target non-Epic Living creature in any discard pile from the game. This creature becomes a copy of the removed creature, gaining The Embalmed’s traits and subtypes. X= the removed creature’s mana cost

Other info
  • If you wish to be a caster please contact me at Arcaneduels@gmail.com. Even if you cannot stream you could always join me or anyone else casting the game. Players are allowed to cast for games that they are not competing in.
  • Judge positions will be less easy to apply for. If you wish to be a judge then you will not be allowed to participate as a contestant in the tournament.
  • Matches must allow official commentators and judges in as spectators. Non-Official Tournament spectators are not allowed to spectate a game unless both players agree to it. Some games will be streamed live, and may be posted on youtube for all Mage Wars fans to view.

Logistics
  • ALL coordination will be done through email. The reason signups require email is so Arcane Duels can easily track match up coordination (everyone should CC arcaneduels@gmail.com when figuring out when you can play your match). This helps us see if someone has been unresponsive and can take appropriate action
  • The above reason is why you must email arcaneduels@gmail.com to sign up. If there are issues with that, let us know through some other means and we'll try to accomodate.

Link to Challonge - https://challonge.com/ADLeagueS2

Group A
Shoopufff
sicherheit
Jbuzzsaw
JackSmack

Group B

knabbmaster
Sir Jason Crage
Werekingdom
Rob Murray

Current Matchups!
Sicherheit (Straywood Beastmaster) VS Jbuzzsaw (Bloodwave Warlord)
JackSmack (Siren) VS Shoopuff (Bloodwave Warlord)
Sir Jason Crage (Araxian Crown Warlock) VS Werekingdom (Straywood Beastmaster)
Rob Murray (Wizard) VS Knabbmaster (Necromancer)

2
Alternative Play / OCTGN Mage Wars module 2.1.22 patch notes
« on: April 28, 2019, 04:42:05 PM »
Hello everyone!

Some interesting functionality has been added that is different from the norm by a lot so I wanted to make a post on the changes.

1. You'll notice that the phases are quite different now. They still function as before (Control + Down arrow to be done with the phase), however we've added the Initiative, Reset, and Channel phases to the game. This structure allows you to channel and then reveal stuff after channeling and before upkeep runs (for things like revealing regrowth/poisoned blood/Pillar of Righteous Flame/etc). The phases are also tracked in the top right corner of the screen now instead of by the dice roll area. If you want the phases to stay displayed instead of minimizing, click the Gray window with the turn listed and it should stay up.

2. Mordok's obelisk doesn't hit your mage anymore

3. Druids can now include the wand of ice and fire (and other water spells that had a / cost) with no issues. NOTE: The out of game spellbook builder WILL NOT VALIDATE the cost properly for at least the druid with these spells as well as the Ring of the Ocean's Depths. It's a bit of a pain, but the current work around is to load the book into a game and let the in game validator run on it to confirm the points. This will be fixed in a future patch.

3
Alternative Play / Mage Wars Academy: Necromancer now on OCTGN
« on: April 23, 2019, 12:45:28 PM »
Hello everyone,

Mage Wars Academy: Necromancer is now on OCTGN.

Art can be found in the normal spot, HERE

This update includes the Mage Wars Academy: Necromancer set, the 2018 promos, and a pesky fix to the card Wolf Fury.

4
Events / The Arcane Duels League
« on: April 22, 2019, 10:07:32 PM »
The Arcane Duels League Season 1


League structure and outline
  • The League will be played in a round-robin fashion with each competitor playing each other competitor once. If enough competitors for 2 groups, then each competitor will play only those in their group
  • Once Group play has finished, there is a 4 person, single elimination play-off to determine the Season's champion
  • To begin, Arcane Duels is accepting 6 entrants. Should 12 (or more) decide to enter, Arcane duels will re-evaluate and possibly add a second group.
  • In order to enter, you must commit to playing one mage wars game per week. That equates to 5 games in 5 weeks. If that commitment is too much, please do not enter.
  • If you would like to enter the League, email arcaneduels@gmail.com with your name on OCTGN. The target start date for the league is Sunday, 28 April 2019
    • The weekly schedule will be as follows:

      On Monday of each week, every entrant submits the mage that they will play to arcaneduels@gmail.com.
      **Those who don't submit their mage choice by Monday night shall be hounded relentlessly on Tuesday by Coshade (and no one wants that, so submit on time). If by late Tuesday a mage choice is not received for a competitor, their mage choice will be randomized.
      ***Monday will also include the announcement of the results from the previous week for all weeks after the first

      On Tuesday the matchups for the new week will be announced. Both competitor match up and mage choice will be announced.

      Competitors have from the matchup announcement on Tuesday until 2359 Central US time Sunday to get their matches played and the results emailed to arcaneduels@gmail.com.
      *You can email just the result in a text format,video recorded by you (you'll need dropbox or gdrive for that), or the OCTGN inherent replay files for possible later casting.

    Ideally, there will be a featured match up each week. Arcane Duels will reach out to the competitors in the match up chosen for that week and work to schedule either a live cast or acquire the replay files.
Rules
  • If one party has been unresponsive in scheduling a match, they will forfeit the match and be given a loss
  • If attempts have been made by both parties to schedule a match and it just doesn't line up by the end of the week, let Arcane Duels know and we will try to help on a case by case basis (typically by having the match scheduled for the following week with those competitors being required to play 2 matches during the next week)
  • If neither player has attempted to schedule, both will be given a loss
  • The first unresponsive week will incur a warning. The second will incur a drop and the competitor will not be allowed to participate in the next season (should we have one).
  • If required, a judge makes the final call on a rule. Any argumentative discussion that takes an excessive amount of time will receive a warning then if it continues that player will be disqualified.
  • If a player gets disconnected and dropped during a tournament match it will be considered a loss for that player
  • All cards released on OCTGN are legal to use. All promotional cards available on OCTGN are also legal.
    Players will build a spellbook with the standard amount of spellbook points and restrictions.
    Any promotional cards that have been officially released in a set will be considered to read as the official released in a set version

Restrictions And/Or Clarifications

  • Disciple of Radiance Text Change
    Once per round, whenever your Mage casts or reveals a healing spell, Disciple of Radiance may deal 1 direct light damage to a target creature in her zone
  • Casting a Spell - Change to the end of the Pay Costs Step
    Previous wording - If you cannot pay all of the costs, the spell is cancelled and discarded, and you have lost the action.
    New wording -If you cannot pay all of the costs, the spell is cancelled and obliterated, and you have lost the action.
    Everything else remains unchanged about the step
  • Steep Hill
    Steep hill will block Line of Sight if you cast a spell and it goes through two diagonal sections of the.
  • Force Pull
    Once per round, the Forcemaster may cast this quick Force spell. Target creature is Pushed 1 zone towards the source of this spell. Will not Push a creature through a wall with the Passage Attacks trait.
  • Trample
    - If a Flying creature attacks a non-Flying object, it loses Flying until the end of the attack.
    - Elusive Creatures can ignore guards when making a Trample Attack
    - Defenses that do not work against Melee attacks cannot be used during the Avoid Attack step, however all other types may be (choosing one during the step following normal rules).
  • Symbiotic Orb
    Symbiotic orb triggers during the Avoid Attack Step
  • Burns
    Object is on fire. This is a flame condition. Each Upkeep Phase, roll 1 attack die of direct flame damage for each burn marker on each object. On a roll of “0,” remove that burn marker. Burn markers have a removal cost of 2.
  • Dig in and Press the Attack only apply to the zone they are in
  • Object Enchantments, equipment, creatures, and conjurations are spells which represents objects in the game, remaining in play after they are cast. The Mage is also considered an object. Incantation and attack spells do not become objects.
  • Swarm (Please remember all non-mage objects are also spells)
    Creatures with the Swarm trait cannot be targeted by non-attack actions or spells that do not specifically target Swarm creatures.  When attacking, Creatures with the Swarm trait may make additional strikes equal to their remaining health.  Additionally, they are immune to conditions, healing, and life gain that does not target swarms. Non-zone attacks do a maximum of 1 damage to them. Swarms cannot guard.
  • The Embalmed
    When summoning The Embalmed, remove target non-Epic Living creature in any discard pile from the game. This creature becomes a copy of the removed creature, gaining The Embalmed’s traits and subtypes. X= the removed creature’s mana cost

Other info
  • If you wish to be a caster please contact me at Arcaneduels@gmail.com. Even if you cannot stream you could always join me or anyone else casting the game. Players are allowed to cast for games that they are not competing in.
  • Judge positions will be less easy to apply for. If you wish to be a judge then you will not be allowed to participate as a contestant in the tournament.
  • Matches must allow official commentators and judges in as spectators. Non-Official Tournament spectators are not allowed to spectate a game unless both players agree to it. Some games will be streamed live, and may be posted on youtube for all Mage Wars fans to view.

Logistics
  • ALL coordination will be done through email. The reason signups require email is so Arcane Duels can easily track match up coordination (everyone should CC arcaneduels@gmail.com when figuring out when you can play your match). This helps us see if someone has been unresponsive and can take appropriate action
  • The above reason is why you must email arcaneduels@gmail.com to sign up. If there are issues with that, let us know through some other means and we'll try to accomodate.


Bold indicates the victor. Standings can be found here

Round 1

Shoopuff (Necromancer) vs Farkas (Straywood Beastmaster)
Sir Jason Crage (Arraxian Crown Warlock) vs jacksmack (Necromancer)
Werekingdom (Priestess) vs Enti (Arraxian Crown Warlock)

Reddicediaries (Paladin) vs Keejchen (Druid)
Sharkbait (Johktari Beastmaster) vs Biblofilter (Bloodwave Warlord)
Knabbmaster (Wizard) vs ein micha (Wizard)


Round 2

Jacksmack (Necromancer) vs Shoopuff (Wizard)
Farkas (Necromancer) vs Enti (Druid)
Werekingdom (Wizard) vs Jason (Arraxian Crown Warlock)

Reddicediaries (Paladin) vs Ein_micha (Arraxian Crown Warlock)
Sharkbait (Johktari Beastmaster) vs Knabbmaster (Wizard)
Keejchen (Wizard) vs Biblofilter (Bloodwave Warlord)


Round 3

Shoopuff (Paladin) Vs Enti (Druid)
SJC (AX Warlock) vs Farkas (BloodWave)
jacksmack (Necromancer) vs Werekingdom (BloodWave)

Keejchen (Wizard) vs Sharkbait (Adramelech Warlock)
Knabbmaster (Wizard) vs Reddicediaries (Paladin)
Biblofilter (Necromancer) vs Ein_Micha (Necromancer)

Round 4

Shoopuff (Anvil Throne Warlord) VS Werekingdom (Bloodwave Warlord)
Farkas (Straywood) VS Jacksmack (Necromancer)
Enti (Druid) VS SirJasonCrage (Araxian Warlock)

Keejchen (Paladin) VS Knabbmaster (Wizard)
Sharkbait (Adramelech Warlock) VS Ein_Micha (Wizard)
Biblofilter (Wizard) VS Reddicediaries (Paladin)



Round 5
Enti (Druid) VS Jacksmack (Necromancer)
Shoopuff (Forcemaster) vs Sir Jason Crage (Priest)
Farkas (drop) vs Werekingdom (bye)

Keejchen (Siren) v Micha (Wizard)
Sharkbait (Adramelech Warlock) v Red (Paladin)
Biblofilter (Wizard) VS Knabbmaster (Wizard)



---------Semi Finals Matches---------------

Keejchen (Wizard) VS Jacksmack (Straywood Beastmaster)
Shoopuff (Forcemaster) vs Knabbmaster (Wizard)

5
Alternative Play / OCTGN updates
« on: June 17, 2018, 07:05:01 AM »
Hi guys,
I had some time to do some updating today.
Highlights:

1.I fixed the damn counterstrike bug .. I think. Let me know if I missed anything
2. Incantations can now perform their attack bars (explode, burst of thorns, etc) example for explode: While face down you can still drag to the piece of equipment you want to blow up. Once confirmed that the equipment is destroyed, put the face up card onto the board and drag to the mage from the explode card. You will be able to pick its attack
3. Drain and Siphon Life can be used like attack spells (drag from your mage to the target.) and will automatically heal the mage
4. Nullify will auto prompt/block the drains above (but not auto on the other incants yet)
5. Glancing blow should work, give a reveal timer, and stack with other reductions/buffs properly

6
Hi everyone,

This is the book I used in The Shark Tank Episode 4. This is my attempt to make a warlord that uses some of the new cards from the academy set to become a bit of an overwhelming force. Discussion is always welcome, so please feel free to post!






A Mage Wars Spellbook, built using the OCTGN SBB 2/4/2018 5:02 AM

Spellbook points: 120 used of 120 allowed

Key: Quantity - Spell Name - Spell Level - Spellbook Cost - Total Spellbook Cost

Warlord Stats
Warlord

---  Attack  ---
2 - Hurl Boulder - 2 - 2 - 4
1 - Hail of Stones - 2 - 2 - 2
1 - Surging Wave - 1 - 2 - 2
1 - Hurl Meteorite - 3 - 3 - 3
2 - Hurl Rock - 1 - 1 - 2
1 - Stalagmite - 1 - 1 - 1

---  Conjuration  ---
1 - Mana Flower - 1 - 2 - 2
2 - Wall of Earth - 1 - 1 - 2
1 - Ballista - 2 - 2 - 2
1 - Wall of Steel - 2 - 2 - 2

---  Creature  ---
1 - Bloodcrag Minotaur - 4 - 4 - 4
1 - Dwarf Panzergarde - 3 - 3 - 3
1 - Orc Butcher - 2 - 2 - 2
1 - Wychwood Ranger - 2 - 2 - 2
1 - Bridge Troll - 3 - 5 - 5
1 - Dwarf Kriegshammer - 3 - 3 - 3

---  Enchantment  ---
1 - Press the Attack - 2 - 2 - 2
1 - Dig In - 2 - 2 - 2
1 - Standard Bearer - 2 - 2 - 2
2 - Brace Yourself - 1 - 1 - 2
2 - Critical Strike - 1 - 1 - 2
1 - Galvanize - 1 - 2 - 2
1 - Akiro's Favor - 1 - 1 - 1
1 - Ballad of Courage - 2 - 2 - 2
1 - Mind Shield - 1 - 2 - 2
1 - Reverse Attack - 2 - 4 - 4

---  Equipment  ---
1 - Ivarium Halberd - 1 - 1 - 1
1 - Elemental Wand - 2 - 2 - 2
1 - Champion's Gauntlets - 1 - 1 - 1
1 - Tempered Faulds - 1 - 1 - 1
1 - Regrowth Belt - 1 - 2 - 2
1 - Steadfast Boots - 1 - 1 - 1
1 - Morning Star - 1 - 1 - 1
1 - Vorpal Blade - 1 - 1 - 1
2 - Harshforge Plate - 2 - 2 - 4
1 - Commander's Cape - 1 - 1 - 1

---  Incantation ---
2 - Lesser Teleport - 1 - 1 - 2
1 - Force Push - 1 - 2 - 2
1 - Gear Up - 2 - 2 - 2
1 - Seeking Dispel - 1 - 3 - 3
1 - Dispel - 1 - 3 - 3
1 - Purge Magic - 3 - 9 - 9
2 - Purify - 1 - 2 - 4
1 - Remove Curse - 1 - 2 - 2
1 - Teleport - 2 - 6 - 6
1 - Rouse the Beast - 1 - 2 - 2
1 - Overextend - 1 - 1 - 1
1 - Defend - 1 - 1 - 1
1 - Heal - 2 - 4 - 4
1 - Mending Wave - 1 - 2 - 2

7
Spellbook Design and Construction / Siren - The Shark Tank Episodes 1, 2
« on: February 04, 2018, 04:01:19 AM »
Hi everyone,

This is a version pretty close to the book that I used in The original Shark Tank and The Shark Tank Episode 2

This is fairly early in my exploration of how to properly use the Siren. I don't remember the exact original idea anymore, but overall the book has evolved into the mage being a manager of sorts. Use the Siren's call to get other creatures out of position and use control of the board to your advantage. Sometimes that means making the enemy attack before they're ready, other times it means calling a big enemy into your zone to give them no target to attack. The Siren takes a lot of finesse and this book is constantly in flux at the moment too. As always, idea and general knowledge sharing is welcome!



A Mage Wars Spellbook, built using the OCTGN SBB 2/4/2018 4:57 AM

Spellbook points: 120 used of 120 allowed

Key: Quantity - Spell Name - Spell Level - Spellbook Cost - Total Spellbook Cost

Siren Stats
Siren

---  Attack  ---
2 - Acid Ball - 1 - 1 - 2
2 - Surging Wave - 1 - 1 - 2
1 - Swell - 1 - 1 - 1
2 - Tsunami - 3 - 3 - 6
2 - Hurl Boulder - 2 - 4 - 8

---  Conjuration  ---
4 - Shallow Sea - 1 - 1 - 4
2 - Coral Barrier - 2 - 2 - 4
1 - Gravikor - 2 - 4 - 4
2 - Mana Flower - 1 - 2 - 4
1 - Wall of Earth - 1 - 2 - 2
1 - Pillar of Righteous Flame - 2 - 4 - 4

---  Creature  ---
1 - Deptonne Bloodshaman - 2 - 2 - 2
1 - Merren Harpooner - 3 - 3 - 3
1 - Shoalsdeep Thrasher - 1 - 1 - 1
1 - Water Elemental - 6 - 6 - 6
1 - Shoalsdeep Tidecaller - 2 - 2 - 2
1 - Deptonne Berserker - 3 - 3 - 3

---  Enchantment  ---
1 - Agony - 1 - 2 - 2
1 - Ballad of Courage - 2 - 2 - 2
1 - Chant of Rage - 1 - 1 - 1
1 - Song of Love - 1 - 1 - 1
2 - Healing Madrigal - 2 - 2 - 4
2 - Brace Yourself - 1 - 1 - 2
2 - Rust - 1 - 1 - 2
2 - Poisoned Blood - 1 - 2 - 4
2 - Hydrothermal Vent - 1 - 1 - 2
1 - Arcane Corruption - 2 - 4 - 4
1 - Circle of Lightning - 2 - 4 - 4
1 - Arcane Ward - 1 - 1 - 1
1 - Reverse Attack - 2 - 4 - 4

---  Equipment  ---
2 - Leviathan Scale Armor - 1 - 1 - 2
1 - Eagleclaw Boots - 1 - 2 - 2
1 - Elemental Wand - 2 - 2 - 2
1 - Shoalsdeep Trident - 2 - 2 - 2
1 - Ring of Tides - 1 - 1 - 1
1 - Ring of the Ocean's Depths - 1 - 1 - 1

---  Incantation  ---
1 - Battle Fury - 1 - 2 - 2
1 - Mending Wave - 1 - 2 - 2
3 - Lesser Teleport - 1 - 1 - 3
2 - Dissolve - 1 - 1 - 2
1 - Remove Curse - 1 - 2 - 2
1 - Dispel - 1 - 2 - 2
1 - Seeking Dispel - 1 - 2 - 2
2 - Force Push - 1 - 2 - 4

8
Spellbook Design and Construction / Enslaver - The Shark Tank 6
« on: February 04, 2018, 03:55:27 AM »
Hi everyone,

This is the book I used in The Shark Tank 6

This is pretty standard for my Arraxxian Crown Warlocks. The original idea of the book is to abuse rise again to steal the enemy's creatures and get a big board presence advantage. Curse Weaving allows me to take the Rise Again spell back to my spellbook after the creature dies. So right before you plan to kill a creature (tough to do sometimes because the dice can be fickle), you quickcast and reveal Rise Again on the creature and then reanimate it next turn while getting the curse back.




A Mage Wars Spellbook, built using the OCTGN SBB 2/4/2018 4:52 AM

Spellbook points: 120 used of 120 allowed

Key: Quantity - Spell Name - Spell Level - Spellbook Cost - Total Spellbook Cost

Warlock
Warlock Stats

---  Conjuration  ---
2 - Mana Crystal - 1 - 2 - 4
1 - Battle Forge - 2 - 3 - 3

---  Creature  ---
1 - Dark Pact Slayer - 3 - 3 - 3
1 - Blood Demon - 3 - 3 - 3

---  Enchantment  ---
1 - Vampirism - 2 - 2 - 2
1 - Marked for Death - 1 - 1 - 1
2 - Rust - 1 - 2 - 4
2 - Rise Again - 3 - 3 - 6
1 - Bear Strength - 1 - 2 - 2
2 - Critical Strike - 1 - 2 - 4
2 - Poisoned Blood - 1 - 1 - 2
1 - Arcane Corruption - 2 - 2 - 2
1 - Maim Wings - 1 - 1 - 1
1 - Death Link - 2 - 2 - 2
1 - Chant of Rage - 1 - 1 - 1
1 - Agony - 1 - 1 - 1
1 - Nullify - 1 - 2 - 2
1 - Brace Yourself - 1 - 1 - 1
1 - Ghoul Rot - 2 - 2 - 2

---  Equipment  ---
2 - Chitin Armor - 1 - 2 - 4
1 - Veteran's Belt - 1 - 2 - 2
1 - Spiked Buckler - 2 - 4 - 4
1 - Demonhide Mask - 1 - 1 - 1
1 - Leather Boots - 1 - 1 - 1
1 - Leather Chausses - 1 - 1 - 1
1 - Gauntlets of Strength - 1 - 2 - 2
1 - Moloch's Torment - 1 - 1 - 1
1 - Ring of Curses - 1 - 1 - 1
1 - Mage Staff - 1 - 2 - 2
2 - Vorpal Blade - 1 - 2 - 4
1 - Elemental Wand - 2 - 2 - 2

---  Incantation  ---
1 - Drain Life - 3 - 3 - 3
1 - Drain Soul - 4 - 4 - 4
1 - Purify - 1 - 3 - 3
1 - Explode - 2 - 2 - 2
2 - Dissolve - 1 - 2 - 4
2 - Dispel - 1 - 2 - 4
2 - Force Push - 1 - 2 - 4
1 - Purge Magic - 3 - 6 - 6
1 - Teleport - 2 - 4 - 4
1 - Disarm - 1 - 1 - 1
1 - Shift Enchantment - 1 - 1 - 1
1 - Seeking Dispel - 1 - 2 - 2

---  Attack  ---
1 - Fireball - 2 - 2 - 2
2 - Firestream - 1 - 1 - 2
1 - Surging Wave - 1 - 2 - 2
1 - Firestorm - 3 - 3 - 3
1 - Acid Ball - 1 - 2 - 2

As always, ideas and discussion are welcome!

9
Spellbook Design and Construction / Johktari Beastmaster - The Shark Tank 7
« on: February 04, 2018, 03:50:20 AM »
Hi everyone,

This is the book I used in The Shark Tank 7.

A Mage Wars Spellbook, built using the OCTGN SBB 2/4/2018 4:48 AM

Spellbook points: 120 used of 120 allowed

Key: Quantity - Spell Name - Spell Level - Spellbook Cost - Total Spellbook Cost

Johktari Beastmaster
Johktari Beastmaster Stats

---  Attack  ---
2 - Acid Ball - 1 - 2 - 4
1 - Hurl Meteorite - 3 - 6 - 6
3 - Hurl Rock - 1 - 2 - 6
2 - Hurl Boulder - 2 - 4 - 8

---  Conjuration  ---
1 - Lair - 4 - 4 - 4
1 - Mana Flower - 1 - 1 - 1
2 - Tanglevine - 1 - 1 - 2

---  Creature  ---
1 - Cervere, The Forest Shadow - 4 - 4 - 4
4 - Thunderift Falcon - 1 - 1 - 4
2 - Darkfenne Asp - 1 - 1 - 2
2 - Timber Wolf - 2 - 2 - 4
1 - Mountain Ram - 2 - 2 - 2
1 - Spitting Raptor - 3 - 3 - 3
1 - Steelclaw Grizzly - 4 - 4 - 4

---  Enchantment  ---
2 - Lion Savagery - 1 - 1 - 2
2 - Bear Strength - 1 - 1 - 2
2 - Regrowth - 1 - 1 - 2
2 - Brace Yourself - 1 - 1 - 2
2 - Falcon Precision - 1 - 1 - 2
1 - Hawkeye - 1 - 1 - 1

---  Equipment  ---
1 - Ivarium Longbow - 2 - 4 - 4
3 - Chitin Armor - 1 - 1 - 3
2 - Kajarah - 1 - 1 - 2
1 - Hunting Spear - 2 - 2 - 2

---  Incantation  ---
1 - Purge Magic - 3 - 6 - 6
1 - Dispel - 1 - 2 - 2
1 - Seeking Dispel - 1 - 2 - 2
1 - Remove Curse - 1 - 2 - 2
3 - Dissolve - 1 - 2 - 6
1 - Mending Wave - 1 - 2 - 2
2 - Minor Heal - 1 - 2 - 4
1 - Heal - 2 - 4 - 4
2 - Teleport - 2 - 4 - 8
2 - Lesser Teleport - 1 - 1 - 2
2 - Force Push - 1 - 2 - 4
2 - Rouse the Beast - 1 - 1 - 2


The original idea was to use the bow to put damage onto my enemy's creatures while pumping out creatures from the lair. Using Wounded Prey, I can get control of the game through creature advantage. This particular version is a mixture of books for me. My GenCon book was less about the bow and the enchantments than this book is, and i think the lack of focus showed a bit. Either way, ideas are always welcome!

10
Spellbook Design and Construction / Anvil Throne Army - The Shark Tank 9
« on: February 04, 2018, 03:44:20 AM »
Hi everyone,

This is the book that I used in The Shark Tank 9. The general idea is to use the barracks to gain a mana and action advantage, while using the different deployment options to change up where soldiers are spawned from. Have a front line of fighters, and a back line of archers. This idea isn't as fleshed out as some of my other books, but it was definitely a fun book to use and one that I plan to tune over the course of a while. Comments and ideas are always welcome!

A Mage Wars Spellbook, built using the OCTGN SBB 2/4/2018 4:41 AM

Spellbook points: 120 used of 120 allowed

Key: Quantity - Spell Name - Spell Level - Spellbook Cost - Total Spellbook Cost

Anvil Throne Warlord Stats
Anvil Throne Warlord

---  Attack  ---
1 - Hurl Rock - 1 - 1 - 1
1 - Acid Ball - 1 - 2 - 2
1 - Surging Wave - 1 - 2 - 2

---  Conjuration  ---
1 - Barracks - 3 - 3 - 3
3 - Garrison Post - 1 - 1 - 3
1 - Ballista - 2 - 2 - 2
1 - Steep Hill - 2 - 2 - 2
1 - Construction Yard - 2 - 2 - 2
1 - Wall of Steel - 2 - 2 - 2
2 - Wall of Earth - 1 - 1 - 2
1 - Mana Flower - 1 - 2 - 2
1 - Harshforge Monolith - 2 - 2 - 2

---  Creature  ---
1 - Anvil Throne Crossbowman - 3 - 3 - 3
2 - Dwarf Kriegshammer - 3 - 3 - 6
1 - Dwarf Kriegsbiel - 3 - 3 - 3
2 - Dwarf Panzergarde - 3 - 3 - 6
1 - Knight of the Red Helm - 2 - 3 - 3
1 - Goblin Alchemist - 2 - 2 - 2
2 - Orc Butcher - 2 - 2 - 4
2 - Goblin Slinger - 2 - 2 - 4

---  Enchantment  ---
1 - Press the Attack - 2 - 2 - 2
1 - Fire at Will - 2 - 2 - 2
1 - Standard Bearer - 2 - 2 - 2
1 - Critical Strike - 1 - 1 - 1
1 - Brace Yourself - 1 - 1 - 1

---  Equipment  ---
2 - Harshforge Plate - 2 - 2 - 4
1 - Tempered Faulds - 1 - 1 - 1
1 - Champion's Gauntlets - 1 - 1 - 1
1 - Mage Wand - 2 - 6 - 6
1 - Elemental Wand - 2 - 2 - 2
1 - Strategist's Helm - 1 - 1 - 1
1 - Commander's Cape - 1 - 1 - 1
1 - General's Signet Ring - 1 - 1 - 1
2 - Veteran's Belt - 1 - 1 - 2
1 - Helm of Command - 2 - 2 - 2

---  Incantation  ---
1 - Seeking Dispel - 1 - 3 - 3
1 - Dispel - 1 - 3 - 3
2 - Remove Curse - 1 - 2 - 4
1 - Force Push - 1 - 2 - 2
1 - Lesser Teleport - 1 - 1 - 1
1 - Teleport - 2 - 6 - 6
1 - Minor Heal - 1 - 2 - 2
1 - Heal - 2 - 4 - 4
1 - Battle Fury - 1 - 1 - 1
1 - Gear Up - 2 - 2 - 2
1 - Focused Strike - 1 - 1 - 1
1 - Charge - 1 - 1 - 1
1 - Sniper Shot - 1 - 1 - 1
2 - Flank Attack - 1 - 1 - 2
1 - Rouse the Beast - 1 - 2 - 2

11
Hi everyone,

This is the book I used (or a version that's close to those) in The Shark Tank 3 and The Shark Tank 5

A Mage Wars Spellbook, built using the OCTGN SBB 2/4/2018 4:35 AM

Spellbook points: 120 used of 120 allowed

Key: Quantity - Spell Name - Spell Level - Spellbook Cost - Total Spellbook Cost

Forcemaster Stats
Forcemaster

---  Attack  ---
1 - Telekinetic Burst - 2 - 2 - 2
3 - Telekinetic Bolt - 1 - 1 - 3
2 - Force Hammer - 2 - 2 - 4
2 - Acid Ball - 1 - 2 - 4

---  Conjuration  ---
2 - Mana Crystal - 1 - 2 - 4
1 - Enchanter's Wardstone - 1 - 2 - 2
1 - Deathlock - 2 - 4 - 4
1 - Mind's Eye - 2 - 2 - 2
2 - Wall of Force - 1 - 1 - 2

---  Creature  ---
1 - Invisible Stalker - 5 - 5 - 5
1 - Tomb Guardian - 2 - 2 - 2
2 - Psionic Cobra - 1 - 1 - 2
1 - Thoughtspore - 2 - 2 - 2

---  Enchantment  ---
2 - Mind Seize - 2 - 2 - 4
2 - Redistributed Power - 1 - 1 - 2
2 - Telekinetic Bomb - 1 - 1 - 2
1 - Force Crush - 3 - 3 - 3
2 - Forcefield - 4 - 4 - 8
1 - Mind Control - 6 - 6 - 6
2 - Magebane - 1 - 2 - 4
2 - Ghoul Rot - 2 - 4 - 8
1 - Arcane Ward - 1 - 1 - 1
1 - Astral Anchor - 1 - 1 - 1
2 - Poisoned Blood - 1 - 2 - 4
1 - Regrowth - 1 - 2 - 2
1 - Rust - 1 - 2 - 2
1 - Arcane Corruption - 2 - 4 - 4

---  Equipment  ---
1 - Psi-Orb - 2 - 2 - 2
1 - Illusory Leggings - 1 - 1 - 1
1 - Galvitar, Force Blade - 3 - 3 - 3

---  Incantation  ---
3 - Force Wave - 1 - 1 - 3
1 - Steal Equipment - 3 - 3 - 3
1 - Remove Curse - 1 - 2 - 2
1 - Dispel - 1 - 2 - 2
1 - Seeking Dispel - 1 - 2 - 2
2 - Dissolve - 1 - 2 - 4
3 - Force Push - 1 - 1 - 3
1 - Minor Heal - 1 - 2 - 2
1 - Teleport - 2 - 4 - 4



The idea behind this book is to apply pressure to the enemy and exploit the weakness in their strategy. By forcing to play in a way that they're weakest, you're putting yourself at a general advantage. I'm still tinkering with this book a lot, but by applying constant pressure through damage you can get a big enough of a lead that it's hard to come back from. As always, this is meant to facilitate discussion and ideas to please feel free to post yours!

12
Spellbook Design and Construction / Paladin - The Shark Tank 10
« on: February 04, 2018, 03:12:39 AM »
Hi guys, here's the book that I use in TST 10. It's basically a port over of a priest I've been running lately to get a feel for the differences. As such, it's (accidentally) missing a few things like the signet of the dawnbreaker.

The link to the match is HERE
(Note, if the link doesn't work it probably means Youtube is still processing. Check back shortly. I posted this a bit early)


A Mage Wars Spellbook, built using the OCTGN SBB 2/4/2018 4:08 AM

Spellbook points: 120 used of 120 allowed

Key: Quantity - Spell Name - Spell Level - Spellbook Cost - Total Spellbook Cost

Paladin Stats
Paladin

---  Attack  ---
4 - Luminous Blast - 1 - 1 - 4
2 - Acid Ball - 1 - 2 - 4
1 - Surging Wave - 1 - 2 - 2

---  Conjuration  ---
2 - Mana Crystal - 1 - 2 - 4
1 - Pillar of Righteous Flame - 2 - 2 - 2
1 - Consecrated Ground - 1 - 1 - 1
1 - Crusade Banner - 2 - 2 - 2

---  Creature  ---
1 - Cassiel, Shield of Bim-Shalla - 2 - 2 - 2
2 - Knight of the Red Helm - 2 - 2 - 4
1 - Knight of Westlock - 3 - 3 - 3
1 - Izimbila, Daughter of Badgers - 2 - 2 - 2

---  Enchantment  ---
2 - Bear Strength - 1 - 2 - 4
2 - Galvanize - 1 - 1 - 2
2 - Healing Charm - 1 - 1 - 2
1 - Restore - 1 - 1 - 1
2 - Divine Reversal - 1 - 1 - 2
1 - Divine Intervention - 3 - 3 - 3
2 - Divine Protection - 1 - 1 - 2
1 - Akiro's Favor - 1 - 1 - 1
2 - Critical Strike - 1 - 1 - 2
2 - Poisoned Blood - 1 - 3 - 6
2 - Eye for an Eye - 1 - 1 - 2

---  Equipment  ---
1 - Dawnbreaker Ring - 1 - 1 - 1
3 - Radiant Breastplate - 2 - 2 - 6
1 - Sunfire Amulet - 2 - 3 - 3
2 - Sword of Radiance - 2 - 2 - 4
2 - Champion's Gauntlets - 1 - 1 - 2

---  Incantation  ---
6 - Remove Curse - 1 - 1 - 6
2 - Purify - 1 - 1 - 2
2 - Minor Heal - 1 - 1 - 2
1 - Heal - 2 - 2 - 2
1 - Resurrection - 4 - 8 - 8
2 - Martyr's Restoration - 1 - 1 - 2
1 - Teleport - 2 - 4 - 4
1 - Purge Magic - 3 - 6 - 6
2 - Seeking Dispel - 1 - 2 - 4
1 - Dispel - 1 - 2 - 2
2 - Force Push - 1 - 2 - 4
1 - Lesser Teleport - 1 - 1 - 1
2 - Dissolve - 1 - 2 - 4



The plan is to cast Cassiel and use her to remove curse on turns where she has 1 mana. This generates 2 extra mana for your mage. On the turns where she has 2, the idea is to cast a protective enchantment. I have this figured out much better as a priest. I'm still working out the tactics differences with the paladin as you can see in the match above. Posting this here for ideas/discussion, so please feel free to add to it!

13
General Discussion / Arcane Duels - Community Spotlight!
« on: January 10, 2018, 12:18:18 PM »
Hello everyone!

Arcane duels is going to try a new thing where we upload community created videos. There are a few rules:

1. If you have uploaded a video and it has not been posted yet, please do not upload another one. We're thinking about doing this semi - regularly (like upload a video/week, still TBD pending popularity) but I don't want to fill the box up with one user's videos only without giving anyone who wants to try it a chance.

2. If you want the video to be edited at all, you will need to provide timing for the cuts you want made through an email to arcaneduels@gmail.com with your video name in the subject line. For example: If Turn 2 ends at 4:05 in the video, and you want the planning phase cut, you need to provide the end time for Turn 2, and the time you would like the video to pick back up. This will need done for each cut you want to make. Unfortunately we won't be able to go through a rigorous editing process for each and every video, at least currently.

3. If you would like Arcane Duels to do the commentary on your video, please email us with that request as well. Pending availability, we will try to adhere to these requests, but this is kind of a test run to see how it goes.

So, without further adieu, if you would like to upload a video, please use THIS link.



Community Spotlight 1

Community Spotlight 2

Community Spotlight 3

14
Alternative Play / OCTGN Update
« on: December 24, 2017, 03:39:48 AM »
Minor update for the holidays. Fixed Cassiel's binding and targeting on things that target "Friendly creature".

15
Alternative Play / OCTGN 2.0.5.0 - Academy Mages
« on: October 12, 2017, 07:43:33 PM »
Good news everyone:
Academy mages are added, along with some updates to the code that runs between turns. There is very little other functionality with the academy mages that's been added yet (and in a lot of cases, I haven't gotten all of the validation working properly. It'll get done once I'm comfortable with where the arena code is). However, you can at least start tinkering and sort of play academy games with them. I'm sure there will be bugs, report them to me and I'll try to get to them.

ART IS HERE

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