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Topics - silverclawgrizzly

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General Discussion / New Player Mages.
« on: September 24, 2017, 01:11:54 PM »
I've got a number of new players training up and I was wondering which mage folks consider to be the hardest for new mages to learn. My picks are: Druid, Siren, and Paladin.

Obviously I encourage the four core mages as the easiest to learn.

General Discussion / The Force Awakens.
« on: September 04, 2017, 01:15:50 PM »
Simple prediction for you: A Force Master will win at least 1 major championship within a year. Might be Essen, Gen Con, or some other big event but it's going to happen.

The only mage to make Top 4 of Gen Con the past three years in a row got a lot nastier.

Spellbook Design and Construction / Lost a Bet Druid
« on: September 01, 2017, 11:45:09 AM »
Well recently I made a bet with a famed Druid player on these forums that I'd go up to Gen Con and beat his vegetarian tail with my Straywood. First I'd like to start by saying the sun was in my eyes the entire match, I couldn't concentrate, etc etc, BS Excuse Line #347 inserted here lol. Truth is he caught me off guard with a spell that I don't see much and he just played a better game than me. So in accordance with having lost the bet and the match(WHO USES RESSURECTION!!! YOU HEATHEN TREE HUGGING MONSTER!!!!) I've decided to try a Druid for my next big tournament: Mace. However...if my creatures die they're just going to stay dead.

Mage: Druid

Enchanters Ring
Vinewhip Staff
Leather Boots
Leather Chauses
Leviathan Scale Armor
Chitin Armor

Bloodspine Wall X2
Tanglevine X3
Meredia's Blessing
Vine Tree
Wall of Thorns X2
Mana Flower
Corrosive Orchid X2

Thornlasher X2
Raptor Vine
Kralathor, The devourer
Steelclaw Grizzly
Fellela, Pixie Familiar
Cervere, The Forrest Shadow
Wychwood Ranger
Straywood Scout

Bear StrengthX2
Rhino HideX2
Cheetah Speed
Divine Might
Falcon Precision
Lion Savagery
Marked For Death
Mongoose Agility
Brace YourselfX2
Hydrothermal Vent

Force PushX2
Lesser Teleport
Rouse the Beast
Minor HealX2
Burst of Thorns X6

Surging Wave
Hurl Meteorite

First I freely admit this is a book in progress and a lot of the "fun" stuff I've put in here might get broken down into more practical cards once it's closer to tournament time in November. But for now I wanna throw a meteor at people so I haven't turned it into a Mage Wand yet. Also some of the "luxuries" such as Divine Might will likely disappear as well once I just resign myself to having to deal with Incorporeal as a way of life.

Events / Mace 2017: Operation Homefront. November 10- 12th.
« on: August 28, 2017, 01:09:42 PM »
I'm pleased to announce we'll be returning to Mace this year in Charlotte NC! This year will have an exciting Arena tournament as well as for the first time ever an Academy tournament Friday night!

Now of course trophies will be provided for both events but since Academy needs a little building up locally I'm also pleased to announce the winner of this event will get a gift card to Outback Steakhouse!

Mace runs from November 10th through the 12th.

Spellbook Design and Construction / Rally Cry Warlord
« on: August 22, 2017, 10:51:01 AM »
All right so I've "recovered" enough from this past weekend. A day watching The Defenders on Netflix is apparently very curative for con fatigue. Here is my Bloodwave Warlord book using some of the new cards from Academy: Warlord.

Equipment: 20pts
Harshforge Plate X2
Strategist Helm
Ivarium Halberd
Champion Guantlets
Tempered Faulds
General's Signet Ring
Veteran's Belt
Mage Wand
Commanders Cape
Horn of Gothos

Conjurations: 14pts
Garrison Post
Mana Flower
Steep Hill
Battle Forge
Wall of Earth

Creatures: 23pts
Goblin Slinger X2
Izimballa, Daughter of Badgers
Dwarf Panzergarde
Wychwood Ranger
Torgo, Pit Troll
Bloodcraig Minotaur
Orc Butcher X2

Enchantments: 25pts
Promotion X2
Ballad of Courage X2
Critical Strike X2
Fire At Will
Press the Attack
Dig In
Rhino Hide
Brace Yourself X2
Bear Strength

Incantations: 25pts
Minor Heal
Focused Strike X3
Dissolve X2
Gear Up
Sweeping Strike
Shift Enchantment

Attacks: 13pts
Hurl Rock X2
Hurl Boulder X2
Hail of Stones
Seismic Burst

So I can already address a few questions. Yes I'm going with a Barracks build solely for action economy and yes I'm going to give the Horn of Gothos a chance. The Bloodwave isn't capable of benefiting from all of his own Battle Orders as much as in order to get the benefit from Release Volley he'll have to cast an attack spell from his hand instead of from a wand. While I'm cool with that I'd rather have the freedom to move around and not be tied to one spot to also benefit my range units and make no mistake I love the idea of buffing my range units when I'm not around. Right now this book does a lot of things well and I'll eventually decide what I want to focus on it doing extremely well. This is a rough draft, haven't played it yet. Looking for general thoughts as I plan to play it this week.

Website Support and Feedback / New Arcane Wonders Site.
« on: August 08, 2017, 07:17:23 PM »
In case you missed it going to gets you a new lay out and design. If you're very clever you might even notice something.....special  ;)

Mages / The New Warlord.
« on: August 04, 2017, 09:07:15 AM »
With Arcane Duels fantastic spoiler videos as of late we can finally start discussing a topic I've personally been eager to get into since the development for Academy: Warlord finished up. With cards such as the new Formation spells and particularly the new equipment we've seen I fully expect to see the Warlords to become "the mages to beat" in competitive play. Lets look at what these new cards can mean for both mages shall we?

Warlords can count as soldiers and their battle orders are free actions:

Might as well kick off the big reveal. While carrying the Ivarium Halberd a Warlord benefits from his own Battle Orders and from Formation Spells. That means an Anvil Throne can become Fast, get Piercing +2 on his attack spells, or just gain an extra +1 Armor and Tough -2. Bear in mind he's already Tough -2 so that's going to stack making it very difficult to apply conditions. Is he going to get a Colossus Belt and make it nearly impossible? What about wearing Chitin Armor so you're just not going to Corrode him? Oh you got a lucky roll on the effect dice? Thankfully I have these nice new pants to make you re-roll that crap! If he's wearing the Strategist's Helm he can get that quick burst of speed from Fast WHENEVER he wants it without having to use any action economy up. Oh and so will all his creatures so Goblins can frenzy like zombies now except cheaper and without costing a full action to apply. If he's not using the Halberd he might actually get the Horn of Gothos to apply it to every friend he's got in the arena.

For the Bloodwave he's going to benefit more from the Formations as they're going to stack his already formidable fighting ability. Press the Attack means he's swinging 6 dice while he's holding that halberd AND he can re-roll it. This re-roll of course being in addition to any he gets from putting a cheap Level 1 Enchantment called Akiro's Favor in his book, and frankly you've no excuse NOT to put that in every single War book you're going to make and half the non-War ones too. He's going to get beefier and meaner in the hitting people department. He'll also benefit from getting +1 range on his rocks he's throwing and if he's on a Hill and/or Hawkeye he's pretty much going to terrify people. The ability to make everything hit harder with Charge +1 means he's going to likely favor surging in fast even more so and he'll do well with creatures like Torgo and Izimbilla backing him up. Lets not forget his creatures like Izimbilla or the ole Orc Butchers are going to be using Promotion and being that much scarier and that'll stack with Vet Tokens making them super creatures. Don't forget he's also going to be able to make his guards stronger with +1 Melee and +1 Armor whenever he feels like it so the Dwarven Panzerguarde is really going to be something you might think twice about hitting now.

I wanted to go ahead and get this topic started, there will be more reveals that'll add to some of my points but my hype trains going pretty hard right now.

Events / The OTHER casual play event at Gen Con this year.
« on: July 31, 2017, 02:23:54 PM »
Friends in case it needed to be said after the Academy Tournament is done we're not leaving those tables unless Gen Con makes us. So feel free to stop in and play some casual games. Casual games I'll note, where the Academy Force Master and Warlord cards are perfectly legal  ;D

While I have an event at 8pm there will be Charlotte Mage Warriors hanging around to facilitate matches, and offer refreshments(basically what ever is left after 3 tournaments and the other practice session.)

Events / Gen Con Domination Tournament.
« on: June 27, 2017, 01:01:07 PM »
Hey guys I'm noticing the Domination tournament has 1 person signed up for it.

I've talked to Tony Gullotti and with the person signed up for the Domination event. Would we prefer this be a Domination tournament or another casual play/practice session? I'd prefer to do the tournament as we bought trophies but need at least 4 people signed up.

We CAN guarantee everyone who signs up has a partner even if it's random pairings, which might be fun in of itself.

However if we'd prefer another casual/practice then that's cool too, we can use the trophies for something else down the road.

General Discussion / Which Force Master Academy Card?
« on: June 25, 2017, 01:14:42 PM »
So now that those admirable chaps from Arcane Duels have show us the entire set which card or cards from Academy: Force Master are you most looking forward to?

My pick is Galvanize as I play Holy a lot more than I do Mind. I'm thinking FM may become my Academy mage though so Force Daggers gets the pick puck in that case.

Mages / Rise of the Necromancer.
« on: June 21, 2017, 12:48:59 PM »
I'd like to take a moment to discuss why the Necromancer has seen such a surge in popularity as of late. With the exception of this past Origins it seems like you can't go to a competitive tournament without running into one of these guys, or more like several of them. It's like going to a comic book convention and running into Joker cosplay, you know it's going to happen.

But what is it that makes the Necromancer so appealing? Like every mage he's got his weaknesses, in his case large glaring ones but he's also got his strengths.

I'm personally of the opinion is his main strength is his Poison Immunity. That's a whole strategy right there you can just straight up ignore. But is it really that great? Standing across the arena from a Paladin does it really matter that he can't Taint me? When boulders are flying from on top a Warlords hill do I honestly find comfort in knowing "Well at least that giant chunk of rock won't Rot me?"

Yeah you the big advantage Poison Immune is strong is it totally destroys the Curse game for many of the strongest curses. But again it doesn't help against Mage Bane or Chains of Agony.

In terms of creatures I'll say this: Yes zombies are awesome. But rely on them too much and some hard hitting Holy mage, and all three of them can go melee easy, is gonna hand your butt to you fast. Skeles give you more options and some healing on them which can increase their longevity.

I'm curious to other people's constructive thoughts on why many arenas are going goth as of late.

Spellbook Design and Construction / The Queen City Beast Master
« on: June 11, 2017, 11:33:03 PM »
This is the book I've been working on since I first started Mage Wars back in 2013. I went back and looked at my original post of the original book, it's cool that Kharhaz, Sailor Vulcan, and Jacksmack all gave me advice on the first post and are still around. Needless to say it's changed a great deal since then. I'll post it and explain, this book won the 2017 Con Carolinas Cystic Fibrosis Tournament on 06/3/2017. I humbly present for the Library of the White Spires:

The Queen City Beast Master

Mage: Straywood Beast Master

Hurl Rock X2
Hurl Boulder
Acid Ball

Attack Cost: 10 Pts

Tangle VineX4
Mana Flower X2
Rajan's Fury X2
Elephant Grass X2
Wall of Thorns

Conjuration Cost: 19

Thunderift Falcon X6
Timber Wolf X2
Cervere, The Forest Shadow
Slavorg, Fang of the First Moon
Kralathor, The Devourer

Creature Cost: 26

Brace Yourself X3
Bear Strength X2
Rhino Hide X2
Akiro's Favor
Cheetah Speed
Mongoose Agility
Falcon Precision
Divine Protection
Marked For Death
Wolf's Fury
Iguana Regrowth
Lion's Savagery

Enchantment Cost: 22

Regrowth Belt X2
Hunting Spear
Chitin Armor
Pack Leader's Cowl
Enchanters Ring
Leather Chausses
Leather Gloves
Eagle Claw Boots

Equipment Cost: 11

Dispel X2
Dissolve X2
Minor Heal X2
Force Push X2
Teleport X2
Rouse the Beast X2
Seeking Dispel
Remove Curse

Incantation Cost: 32

Total Points: 120

Events / Tournament Report: Con Carolinas Charlotte NC 6- 3- 2017.
« on: June 03, 2017, 05:45:51 PM »
10 mages entered our competition after some family obligations cost us a few. I didn't judge this event so I can only tell you mages, players, and a report of my matches.

Silverclawgrizzly: Straywood Beast Master.
Devilsvendetta: Priest.
Littlenog: Priest.
DrMambo23: Necromancer.
Jimillia: Necromancer.
Drew: Straywood Beast Master.
James: Siren.
Sarah: Force Master.
Logan: Johktari Beast Master.
Adam: Adramelech Warlock.

Events / Gen Con Practice session.
« on: May 28, 2017, 07:01:13 PM »
Folks I know the practice session on the site say "Arena Practice" but please feel free to bring Academy books to practice as well.

The Carolina Mage Warriors will be on hand to teach new players and help veterans get ready for the upcoming battles.

Strategy and Tactics / Primer For Convention Competitive Play.
« on: May 08, 2017, 01:21:01 PM »
Hello Mage Warriors, convention season is upon us so I thought I'd do a quick post to help you prepare for the various battles you may find yourself in.

1. Read the rule books. Simple sounding but you don't want to lose an important match over something stupud like not knowing how walls work or something. Yeah there's judged to help clarify but the better understanding you have the better. Don't want to pull out two cards thinking you understand how a situation works only to find out you wasted your planning phase right?

2. Practice your mage. Odds are you've chosen which mage you're going to use ahead of time. Read that mages stay card and strategies concerning them. There likely isn't a mage in existence that doesn't have a post or 10 about how to play them. Decide on what you want your book to be able to do, then go practice doing that. Always be ready to adjust as needed.

3. Read up on and practice against as much variety as you can. For example, Mind's Eye is making Force Masters scarier, it behooves you to fight one before a big event. Same with new mages like the Siren and Paladin. This will help you adapt on the fly against new opponents.

4. Practice grinding matches. I'm not gonna lie after 4 or 5 rounds of matches you're going to be mentally exhausted. Well guess what? Those last couple of rounds are what decide if you advance to the next tier or not! It ain't the time to run out of gas so practice fighting several matches back to back. Build endurance and mental stamina so hopefully you can outlast the scrub across the arena from you.

5. Keep up to date with what's new and what's coming out. Make sure you know whats legal for your event and prepare accordingly. Lost Grimoire changed the land scape for a lot of books, make sure you're familiar with it and can use it to your advantage. Academy Force Master releases soon as well so pay attention to spoilers. Don't get caught off guard by some card you've never seen "What do you mean Beast Masters can shoot lasers from their eyes now!?!?"

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