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Topics - gw

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Spellbook Design and Construction / Tournament FM
« on: June 12, 2016, 08:48:25 AM »
As it got requested in the WApp group, here's the FM I played in the tourneys.
It does include minor post-tournament changes (iirc I revamped the attack spells from Force to Fire and in turn got rid of the Stalker). Other ideas I haven't managed to include yet. Guess the most important would be to find room for:
1x Mage Wand: less fragile than a Spore (but also less flexible).

The opening is a variation of the "Trap Opening" (Spiked+Teleport) posted by Borg some months ago.

GW's FMA Forcemaster Spellbookbuilt by the OCTGN SBB
Creature1 x Steelclaw Grizzly1 x Devouring Jelly3 x ThoughtsporeEnchantment1 x Spiked Pit1 x Teleport Trap1 x Astral Anchor2 x Magebane1 x Ghoul Rot2 x Poisoned Blood1 x Forcefield1 x Force Hold2 x RustEquipment1 x Galvitar, Force Blade1 x Dancing Scimitar1 x Force RingIncantation3 x Teleport2 x Seeking Dispel3 x Dispel3 x Dissolve2 x Crumble1 x Purify2 x Sleep1 x Knockdown1 x Minor Heal1 x Shift EnchantmentAttack1 x Fireball2 x Acid Ball2 x FlameblastConjuration1 x Deathlock
Total cost: 120 pts

Website Support and Feedback / Forum time correct ?
« on: March 31, 2016, 01:00:34 PM »
Pretty stupid question and rather irrelevant probably but I was scheduling games for the ADMW tourney and I wondered if referring to forum time might be nice but now am in doubt if the forum was affected by that EDT/EST daylight non-saving thing. Somehow my planning seems to be off since the weekend and I am simply curious.  :) 8)

General Discussion / Favourite school of magic ?
« on: February 20, 2016, 03:04:59 PM »
That question is long overdue  8)

Strategy and Tactics / Thoughts on attacking
« on: February 11, 2016, 02:09:19 PM »
Thoughts on attacking - triggered by the question why I dislike Chitin armor so much

I can fully appreciate the joy and aestethics of a nice builder strategy - a healthy, benevolent set-up,  not meddling with the opponent's affairs and simply waiting for him to realize how futile his attempts are and then accept his resignation - a gentleman's way of winning.
I like to kill quickly, I like to harass my opponent, I like to mess up his plans, I like to focus my damage on the mage, I prefer attacking to defending - and that's why I love to play aggrssive styles.

What I would like this thread to be is a place for aggressive players to share thoughts about openings, attacking ideas or general thoughts on that topic.

At the current state of the game I think attacking is an uphill battle but I also think that this is how it should be - it just shouldn't be too steep.
Just my thoughts and experiences on that matter :

1. Opening situation : Attacker vs Builder

I refer to turns 1 to 3 or 4 as the opening phase of the game.
It takes about 3 to 4 turns to establish relevant contact with your opponent.
An aggressive player needs that much time to close-in and develop a serious threat.
A defensive builder must reckon with a aggressive player and therefore must be ready to defend appropiately.

Opening situation when an attacker meets a builder around turn 3/4 :

Attacker :
- has a creature (probably better and more expensive than the builder)
- invested probably at least one action into a double-movement to close-in quickly and save mana.
- 1-2 minor support spells, e.g. one hidden enchantment

- has a creature (probably defensive-ish in nature; a good guard or all-rounder)
- invested all actions into infrastructure and has at least 1 spawnpoint (additional channeling + action)

The necessity to spend time closing-in and less infrastructure based spells are the reason why aggressive play will have a growing disadvantage the longer the game goes - but that's deal:
You either kill quickly or you don't kill at all.

2. Midgame

This is where an aggressive spellbook wants to decide the game and kill. Shouldn't last longer than turn 10.
That's where things get tricky - really tricky. Margin of error is quite small here.
So, what does an attacker has to deal with ?

----- 1st defensive measure : Guards
In general my impression is that it is easy for an attacker to efficiently deal with defending creatures. There are many ways to get rid of guards. Nevertheless it is important to note that dealing with guards cost actions and mana and must be done - it is a necessity.

----- 2nd defensive measure : Damage reduction, defense and healing

In order to deal the required 30+ damage to the opponent mage, one also has to break through the mage's defense, too.
This is where I think that the game probably tips out of balance towards the defender (and where "Chitin Armor" (promo) would have a negative impact).
why is that ?

First, let's look at the raw numbers of different stacking slots and possibilites (permanents, one-off heals excluded)

Core (that is what you can expect from any deck; probably with multiple copies):
Armor +2
Gloves +1
Boots +1
Breeches +1
Belt anti-crit dmg
Cloak +1
Enchantment +2
Regeneration +2 heal/turn

-> sums up to 8 armor, 2 regen/turn and crit dmg conversion
All are very cheap and cost 6 or less mana !

Additional possibilites:
Aegis -1 dice
Defense equipment
Defense enchantment

Second, let's look how aggressive decks can deal with that :

a) Ignore the armor. Direct damage curses like Magebane, Ghoul Rot and conditions like Tainted, Burn.
Very good but limited in availability.


b) Deal with the armor. And here is where the game might tip too much out of balance.

+++ Pierce : some creatures and weapons have pierce but usually only 1 maybe 2 and that simply is not relevant.

+++ Destroy the armor : This doesn't work. A defender will always be able to outequip you at the moment. Why?

1. Thanks to his infrastructure he has an action and mana advantage, which he all can invest into getting up his defense. The attacker has to save actions for attack and is left with usually 1 quickcast or maybe -if he chooses to not attack- with a 2nd spell (but he doesn't attack then !)

Attacker : 1-2 actions to deal with defense
Defender : spawnpoint action (new guarding creature or equip) + 2 actions to equip defense.

2. "The hidden enchantment"-problem
Your opponent has an armor that you would like to Dissolve and a hidden enchantment on him. This definitely has to be expected to be a Nullify, which means you either can take the risk to waste most of your turn's mana and your only action to do nothing but get countered or you invest even more actions (which you don't really have) or you wait and accept that the armor stays.
The problem is more complex because it could also be Rhino Hide or Regrowth.
Which card do you prepare ? Worst case is you decide it's a Nullify, but then it is a Rhino or Regen. So instead of +2 Armor your opponent suddenly has +4 or regenerates next turn = gg

3. Armor comes from different card types (related to Nr.2).
The action advantage and various different card type armor sources (enchantment or equipment or condition marker) mean that spells used to attack must do more than simply remove armor - they must make up for the action disadvantage and be flexible.
-> I think we need a spell that removes armor no matter if coming from an enchantment or artifact (aka Corrode or Rust).

+++ Reduce the armor : What do we have ?
Rust -2
Corrode condition (relevant sources Acid Ball and Devouring Jelly because they also do more than just removing armor. They deal damage and remove armor regardless of source.)

That's it.

-2 (!) and maybe some corrodes vs. +8 and additional effects.
Having an armor that has -3 Acid (source of corrodes) is problematic at the moment (Chitin Armor promo) in my opinion.

Note that we haven't even dealt with the threat of Healing and Defenses.
As an attacker you have to have answers to both, which usually are reduced to Poisoned Blood, Deathlock and Falcon Precision. I think these options are sufficient though but one must be aware of the timing and prevent healing early.
In my opinion even though this also is "just another thing one has to deal with" I don't have the impression it's a problem.

----- 3rd defensive measure : Run away.
Straightforward. Problem is it also costs actions to follow / get to him but ok.

Conclusion on the armor topic : There are not enough efficient anti-armor concepts/spells around. The only 2 relevant concepts are Rust (can be played any time, works against armor from any source) and Corrode (armor must already be present, works against armor from any source).

Note that some Mages have innate defensive abilities that are very useful for defense :
Wizard : ignore 3 dmg each turn
Priestess : immune to conditions (corrode)
Dwarf : difficult to get rid of his equipment

3. Endgame

This is the "Here be dragons" unknown realm.
It shouldn't be relevant for an aggressive player. This is where Mage Wand rules or weird 20+ mana creatures amass.
This is where Keynes' "In the long run...." scenarios are part of the discussion about the outcome of a game; e.g. "In the long run I win because I have an eternal servant
 Venomous Zombie that inflicts unlimited Tainted markers over time and cannot be killed  (if my  Mage Wand with [mcard=MWSTX1CKI01]Drain Soul[/mwcard] isn't enough)."
You spellbook and strategy has nothing to do with this phase of the game.

4. The nature of an aggressive spellbook

You need a solution for every situation. You need the best solution for every situation.
It doesn't matter how much spellbook points the spells cost. In the end if your spellbook only has 30 cards it doesn't matter - the game lasts less than 10 turns anyway. If it doesn't you probably already lost.

Thx for reading.

General Discussion / Alternative art of mage cards
« on: October 24, 2015, 01:49:33 PM »

How can I get them ?

Rules Discussion / Timing : At the end of action + Quickcast
« on: October 24, 2015, 06:32:19 AM »
I remember there was a thread about a timing question regarding Wizard's Tower - sth. like "Can a Mage use his action then QC a tower and then use it?", which was answered as "yes, he can" (which confused me a bit  ;) ).

Similar question now. The situation is :

1. Warlock uses his action to move and cast a curse.
2. Warlock uses his quickcast to cast an Adramelech's Torment.
3. Warlock places a burn condition on target of 1. -> possible ?

Note that there is a wording difference :
Wizard's Tower : After action phase
Adramelech's Torment : At the end of action phase
Quickcast : After action phase (Rulebookv3.3 , p.8 )

Question 1 : Is that a rule sensitive wording ?
and based on that
Question 2 : Can the Warlock use the Adramelech's Torment ability to place a burn ?

Obviously, this boils down to the "after vs at th end" wording -  a difference in wording, which I've never stumbled upon before. Also it doesn't make a difference if I change the order of curse and AT.

Added QC wording


during play we encountered a situation in which we are not a 100% sure what's going on.

Situation : Togorah, Forest Sentinel got Taunted by Thorg, Chief Bodyguard. It's Togorah, Forest Sentinel action now and he is 1 zone away from Thorg..

Togorah and Taunt statements / questions :

1. A creature that only has a full action attack is still a legal target for "Taunt" even though it is clear that after moving it cannot attack Thorg. - I assume that is why the "if able" wording is in the description.
2. Togorah, Forest Sentinel is rooted and can uproot for 2 mana. Does "Taunt" force Togorah, Forest Sentinel to uproot ?

Paying costs can be enforced afaik (see Suppression Cloak and Bloodthirsty) - but the rules talk about attack not prior movement.

Rules :

Thorg’s Taunt (Effect)
Thorg, Chief Bodyguard can Taunt his enemies. If the Taunted creature is in a zone adjacent to Thorg, then it must either move into Thorg’s zone, or make a ranged attack which targets Thorg, if able. If it is in Thorg’s zone, or moves into Thorg’s zone, then it must make an attack which targets Thorg, if able. Thorg’s Taunt does not work on Mages, or creatures with Psychic Immunity. Thorg’s taunt will not force a creature to move through a Wall with the Passage Attacks trait. If the Taunted creature is required to take a competing action from another effect (such as Bloodthirsty), then it may choose which of those actions to take. Remove Thorg’s taunt at the end of the Taunted creature’s Action Phase, or when Thorg is activated, whichever comes first. A creature cannot Taunt itself. If such a situation should occur, the Taunt is canceled.

Rooted (Object Trait)
This creature is rooted to the ground. It cannot take move actions, and it has the Unmovable trait. It is not Restrained, so it can still guard, hinder, and Intercept as normal. A Rooted creature loses, and cannot gain, the Flying trait.

Uproot X (Object Trait)
This creature can uproot itself from the ground and move freely. When this creature is activated, you may pay X mana. If you do, it loses the Rooted trait until the end of its Action Phase.

Pay Any Required Costs (MW Rulebook v3.3 web; p 22)
You must pay any costs required to make the attack. For
example, an enchantment may force you to pay mana before
your creature can attack.

Rules Discussion / Reverse Attack and Defense
« on: May 03, 2015, 11:13:34 AM »

stumbled upon the following question and only found an unanswered similar problem.
Question is :

1. Guardian Angel attacks Mage.
2. Mage reveals Reverse Attack
Can the Guardian Angel roll a Defense against his own attack ?

Irritation :
RA states : "the attacker, who now becomes the target for that attack for the next 2 steps (roll dice & dmg)"
Does that mean we either a) already left the avoid attack step (unlikely imho) or b) during the avoid attack step the Guardian Angel hasn't become the target yet (likely imho) ? Both would mean "No, he can't defend his own RA'ed attack."

similar discussion I found:

Rules Discussion / Dispel Wand and Armor Ward
« on: April 17, 2015, 02:39:42 PM »
Is a revealed Armor Ward a legal target for Dispel Wand's "Disenchant" ?

In other words : Does lvl1 and lvl1 make it lvl2 ?

Thanks in advance :)

Rules Discussion / Restrained and climbing
« on: April 16, 2014, 12:59:10 PM »
Sorry for directing into another forum but we need to have that issue solved as we will probably meet again this weekend. I was the obersever of the mentioned "epic discussion" and we need some hard rule quotes for that issue...please help !

Spellbook Design and Construction / Aggro Druid
« on: April 06, 2014, 12:06:57 PM »
Any ideas / experience / comments on Aggro Druids are welcome.

Start - current version: Cervere summoning

Round1 - prepared hand : Tree, Battleforge
1. Move up, QC Tree to Home Area
2. QC Battleforge to NC

Round2 - prepared hand : Magebane, Nullify
1. double move to FC
2. if opponent's mage has a hidden ench on him : cast Nullify on him
   if he doesn't : cast and reveal Magebane

--- --- --- --- ---

Round3 - prepared hand : Cervere, Ghoul Rot
0. Battleforge equips novice Armor
1. cast Cervere
2. cast Ghoul Rot on opponent's mage

Alternatively you can deploy Scimitar instead od Cevere and attack (if opp. left his home area).

Round4 - prepared hand : Wardstone or Deploy Scimitar

Druid+Scimitar and Cervere and Curses (and deployed roused Raptors) kill quite fast.
Armor is your worst enemy so try to Dissolve it asap.

Aggro DruidA Druid Spellbookbuilt by the OCTGN SBB
Attack2 x Force Hammer2 x Acid BallConjuration1 x Vine Tree2 x Tanglevine1 x Corrosive Orchid1 x Nightshade Lotus1 x Wall of Thorns1 x Battle Forge1 x Enchanter's WardstoneCreature3 x Raptor Vine1 x Tarok, the Skyhunter1 x Thornlasher1 x Cervere, The Forest ShadowEnchantment1 x Rhino Hide2 x Bear Strength2 x Mongoose Agility1 x Falcon Precision1 x Barkskin1 x Bull Endurance1 x Magebane1 x Ghoul Rot1 x Poisoned Blood1 x Jinx1 x Nullify1 x Regrowth1 x Force CrushEquipment1 x Mage Staff1 x Wand of Healing1 x Leather Gloves1 x Leather Boots1 x Dancing Scimitar1 x Regrowth Belt1 x Gauntlets of Strength1 x Elemental Cloak1 x Veterans BeltIncantation3 x Dispel5 x Dissolve2 x Rouse the Beast1 x Teleport1 x Burst of Thorns1 x Seeking Dispel3 x Force Push1 x Piercing Strike
Total cost: 120 pts


current notes:

1. Dissolve vs Acid Ball
Is acid ball only good vs. 1 armor ?
It's annoying to try to set up a wall+push and fail 2 corrode

2. Transition from opp. initiative to own initiative.
How to prep a wall+push without spoiling your hand for a turn by prepping the whole combo?

full action involves check for Nullify or Armor removal
qc end of opp : wall
qc start of own : push
! important timing window : ! deployment can add armor !

3. good spells to remove/check for nullify

seeking dispel reserved for non-nullify spells

4. Bark Skin and Lifebond/Treebond with a regenerating Tree wins any damage race

After some input by Aylin ( ) and some games my Druid deck has developed a bit. Comments are appreciated :)

What I like and think works well in the deck :

What I am unsure about:
The creatures. Not sure if there are enough. We do not have a creature heavy environment atm, so usually not more than 2-4 creatures are summoned on each side.

Usual start:
1. Fellella + Harmonize
2. Vine tree and go from there - if starting slowly : Harmonize on Tree (Fellella) + Shift Ench (Tree Harmo to Mage)
=> channel +11 and +2 Fellella and +1 Tree


---  Attack  ---
1 Force Hammer
2 Acid Ball
2 Surging Wave

---  Conjuration  ---
1 Vine Tree
2 Corrosive Orchid
2 Tanglevine

---  Creature  ---
1 Fellella, Pixie Familiar
4 Raptor Vine
1 Tarok, the Skyhunter
2 Thunderift Falcon
1 Iron Golem

---  Enchantment  ---
2 Harmonize
2 Rhino Hide
1 Block
3 Nullify
1 Teleport Trap
1 Healing Charm
3 Bear Strength
1 Mongoose Agility
4 Decoy
1 Falcon Precision
1 Barkskin

---  Equipment  ---
1 Elemental Cloak
1 Mage Staff
1 Mage Wand
1 Veterans Belt
1 Dragonscale Hauberk
1 Wand of Healing
1 Deflection Bracers

---  Incantation  ---
4 Dispel
4 Dissolve
2 Rouse the Beast
1 Shift Enchantment
2 Teleport
3 Burst of Thorns
2 Vampiric Strike

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