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Topics - theasaris

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1
Events / Mage Wars German Nationals 2018
« on: May 10, 2018, 04:47:37 AM »
Hey all! The largest Mage Wars tournament worldwide is coming up in two weeks (May 26-27) in Germany. In the previous two years there were even more players than at GenCon. Perhaps some of you would still like to join? If you'd like more details in English please don't hesitate to ask! Please do hurry though because registry closes soon!

The full tournament rules (in German) can be found here:

https://www.dropbox.com/s/015pny8t0xb7x3d/Mage%20Wars%20German%20Nationals%202018%20Turnierreglement.pdf

2
General Questions / Press the attack multiple rerolls?
« on: April 21, 2018, 07:04:27 PM »
The way I read the card, a creature with Doublestrike or other ways to have multiple attacks may reroll each of them as long as you pay mana every time. However, would you even be allowed to reroll the same attack dice multiple times until you are satisfied with the results, paying mana for each reroll?

3
Rules Discussion / Siren and Pirate creatures
« on: October 14, 2017, 06:31:29 AM »
As the Siren is trained in pirate spells, the multi-school pirates should only cost her their combined level in SBP:

Blightheart -> 4
Gerard -> 3
Turgut -> 3

OCTGN seems to be wrong there...
spellbookbuilder.com is correct

4
Strategy and Tactics / Steadfast vs Eagleclaw Boots
« on: August 05, 2017, 08:59:12 AM »
At first glance, Steadfast boots looked like a really great card to me. Then I realized that being Anchored can be a serious - if not game-deciding - factor in a negative way because you have no chance of teleporting out of harm's way. I suppose with a Battle Forge you could also bring Leather Boots and swap them in at the critical moment when you need to flee, but what do you do if you're out of your Forge's range (always a bad thing...)?

Another serious problem is an opponent's Tanglevine/Force Hold etc. while you've got the Steadfast boots on.

What do you think? Do you agree that being anchored can cause way more serious problems than benefits? At the moment I would much rather use Eagleclaw Boots just to avoid Wall pushes and similar (Pillar of Light, Forcemaster's Pull, etc.).

5
Rules Discussion / Galvanize
« on: July 26, 2017, 03:41:40 PM »
Two questions:

1) Can I voluntarily decide to
a) not remove a condition marker that usually gets automatically removed after a creature's action, e.g. Daze, or
b) purposely not activate a creature (that currently has a Daze condition) during the Action phase
so I could Galvanize it next round and gain Melee +1?

2) What happens after the enchantment is revealed and resolved? Does it stay on the creature? If so, does the creature lose the Melee +1 trait if the enchantment get dispelled?

6
Domination / Domination Necromancer
« on: February 28, 2017, 01:15:06 PM »
I've had some great successes including one tournament overall victory with this Necromancer book. To this day it is still unbeaten after more than a dozen matches. Note that it was built right after the Academy base set came out. So far I have felt no need to include cards from later expansions (except for maybe 2 Lesser Teleports instead of a Force Push).

Domination SkeletonsA Necromancer Spellbookbuilt by the OCTGN SBB
Attack2 x Hurl Boulder2 x Hurl Rock1 x Sandstorm1 x WindstormConjuration3 x Wall of Bones1 x Graveyard1 x Galaxxus1 x Poison Gas Cloud1 x Idol of Pestilence1 x Gravikor1 x TanglevineCreature6 x Skeletal Minion2 x Skeletal Sentry2 x Skeletal Archer2 x DeathfangEnchantment1 x Giant Size1 x Shrink1 x Fumble1 x Hawkeye1 x Jinx1 x Plagued1 x Teleport Trap1 x V'Tar Force SentryEquipment2 x Ivarium Longbow1 x Eagleclaw BootsIncantation3 x Mend2 x Sleep1 x Battle Fury1 x V'Tar Suppression1 x Force Wave2 x Force Push1 x Dissolve1 x Seeking Dispel2 x Dispel1 x Teleport
Total cost: 120 pts

Round 1 Graveyard, Hawkeye
Round 2 Skeletal Minion, Longbow + Shoot (or Idol of Pestilence if non-Necro opponent has placed a Spawnpoint)
Round 3 Skeletal Minion, Teleport Trap in Orb Zone, Shoot (or Longbow if IoP in round 2).

7
Rules Discussion / Septagram Terrain tile
« on: January 15, 2017, 04:52:47 AM »
Quote
Septagram
This zone, and all non-Mageobjects within it, gain the Warded trait. Note that Mages are very special and powerful creatures, constantly casting spells and flowing with magic, and are not easily warded. Thus, Septagram will not protect them.

Quote
Warded (Object Trait)
This object is protected from hostile magic. It cannot be targeted by an enemy-controlled incantation or enchantment spell. It can still be affected by enemy incantations or enchantments which do not directly target it, such as a zone effect.

So, are you allowed to play a zone enchantment like Teleport Trap or V'Tar Force Sentry into a Septagram zone?

8
Rules Discussion / Theft of Life
« on: December 17, 2016, 11:59:47 AM »
The card says:

"The first time this creature is healed or regenerates each round, prevent 1 point of healing. Then, heal your Mage 1 damage."

What happens, when there is a Regrowth on Mage A, and Theft of Life on both mages A and B?

The way I see it:
- Mage A regenerates 1 instead of 2 damage from the Regrowth, because one point of healing is stolen by Mage B's Theft of Life on Mage A.
- Mage B heals 1 damage, but this is prevented by Mage A's Theft of Life on Mage B.
- Therefore Mage A heals another point of damage through Mage A's Theft of Life on Mage B.

Result: Effectively both Theft of Life cancel each other out and Mage A heals 2 damage.

Is this correct?

9
Spellbook Design and Construction / Dawnbreaker's Disciples (Priest)
« on: September 17, 2016, 12:12:51 PM »
Until Academy, I had never been a fan of the Holy school. But after recently getting my hands on the Academy priestess expansion, I thought I'd give the Priest a try. I've only played one game with this book so far (against a Wizard swarm with Gate to Voltari, Blue Gremlins and two Gorgon Archers) and I was very surprised at how well it performed.

The book mainly focusses on a White Cloak Knight as Holy Avenger together with a swarm of Disciples of Radiance. The Priest can support the HA with several buffs (Giant Size, Paladins Valor, Gator Toughness) or keep the Radiance trap intact with Healing Charms, or deal out cheap Burn tokens with Dazzle or the Resplendent Bow.

Dawnbreaker's DisciplesPriest
Attack1 x  Flameblast1 x  Acid Ball2 x  Pillar of Light2 x  Hurl Rock3x Dazzle
Conjuration1 x  Temple of Asyra1 x  Hand of Bim-ShallaCreature1 x  Brogan Bloodstone6x Disciple of Radiance
2x White Cloak Knight
1x Aurora Lucere
1x Gloranna, Avenging Angel
1x Temple Shardshooter
2x Temple Sentry
Enchantment6 x  Healing Charm1 x  Brace Yourself1 x  Divine Might1 x  Rust1 x  Circle of Fire2x Asyra's Touch
2x Blessed Focus
2x Paladin's Valor
1x Restore
1x Second Chance
2x Divine Reversal
1x Shrink
1x Giant Size
1x Circle of Protection
1x Gator Toughness
Equipment1 x  Enchanter's Ring1 x  Dawnbreaker Ring1x Faith Healer's Staff
1x Resplendent Bow
2x Asyran Robes
1x Wispwillow Amulet
Incantation1 x  Defend1 x  Disarm2 x  Teleport1 x  Dispel1 x  Dissolve2 x  Purify2 x  Knockdown1 x  Combustion1 x  Banish2x Cure
2x Mend
1x Remove Curse
1x Reveal Magic
1x Disperse
1x Crumble
Total cost: 63 pts

Round 1 (19)
(10) Temple of Asyra (9)
(5) Disciple of Radiance (4)

Round 2 (13+1)
(3) Wispwillow Amulet (10+1)
(5) Disciple of Radiance (5+1)
Pray (5+2)

Round 3 (15+3)
(5) Disciple of Radiance (13+0)
(2) Enchanter's Ring (11+0)
(1) Facedown enchantment (Healing Charm/Divine Reversal) (10+0)
Pray x2 (10+2)

Round 4 (20+3)
(12) HA White Cloak Knight (11+0)
(1) Facedown enchantment (Healing Charm/Gator Toughness) (10+0)
(4/5) Resplendent Bow/Asyran Robes (5/6+0)
Pray x2 (5/6+2)

There are still several cards in here that aren't strictly necessary (Circle of Fire, Knockdown, Combustion, Divine Might, Banish) so I'd appreciate any input regarding this book's potential weak spots and which cards could fill them (no PvS yet).

Edit: Typos

10
Rules Discussion / Wall of Pikes and V'Tar Force Sentry
« on: August 09, 2016, 04:56:29 PM »
Looking at Wall of Pikes and V'Tar Force Sentry, is it possible to push a creature in the "harmless" direction? Looking at the rules supplement I am pretty sure the answer is yes, but I would appreciate confirmation.


11
Events / Battlegrounds tournament in Bonn, Germany
« on: July 17, 2016, 12:50:33 AM »
At the "FeenCon" convention in Bonn, this weekend Pegasus is hosting the first ever "official" Mage Wars Domination Battlegrounds tournament. Here are some images from day 1:

https://www.dropbox.com/sh/rtcqm0lez1d2v5b/AABJdsxf-Vpd3gSPYUb0CJZqa?dl=0

We've got another tournament ahead of us today. More images, results and report will follow!

12
Rules Discussion / Mage ability markers in team games
« on: January 06, 2016, 04:37:34 AM »
For team games there is some ambiguity regarding mages' creatures that have received a special ability marker (Pet, Bloodreaper, Eternal Servant, Holy Avenger, Treebond, Veteran). The rules seem to not clearly answer the question what happens when the owning mage dies.

From the Battlegrounds rules:

Quote
Ability Markers:For the purpose of ability markers—such as Pet, Bloodreaper,
Holy Avenger, Undying Servant, or Treebond—the Mage that has that ability (or a
spawnpoint under their control) must be the one who casts the required object in order
to place that ability marker on it. For example, if the Warlock casts Darkfenne Bat, his
Beastmaster ally could not place his Pet token on it. The Beastmaster would have to Summon his
own animal, instead.


Quote
Loss of an Ally: If one of the Mages on your team is destroyed, the game isn’t over
yet! Remove his Mage card and destroy any objects attached to the Mage (such as
equipment or enchantments). All of the other objects he controlled remain in play,
and control of each object is transferred to another Mage on his team. Objects that are
attached to other objects, such as enchantments, stay attached to their current objects,
even though control of the card has changed.

Note that you cannot transfer control of some restricted objects. For example, if the
Warlock on a team dies, his creature Goran, Werewolf Pet is removed from play unless there is
another Warlock on that team who can take control of Goran.

It has been stated elsewhere (if someone can find the original source I'd be thankful), that the ability markers are not objects attached to these creatures but permanently change these creatures.

For the recent team tournament in Bonn I introduced the ruling that any creature with a mage's ability marker is removed from play when its owning mage dies. I would welcome an official ruling on this though. If a Bloodreaper or Treebonded tree should remain in play, how would these creatures function? They should retain there bonuses (Bloodthirsty +2, Innate Life +4, etc.) but have no effect besides that? Or should the creatures just lose those markers? What about Veteran markers?

13
Events / Some photos from tournament in Bonn, Germany, Dec 12 2015
« on: December 13, 2015, 08:44:50 AM »
Hey all,

just thought I'd share some pics from an awesome tournament with 12 players we had yesterday.

https://www.facebook.com/media/set/?set=pcb.986643884727753&type=3

We've been having these monthly tournaments since July now and the community is continuously growing!

14
Rules Discussion / Zombie-Demon as Bloodreaper?
« on: September 15, 2015, 05:24:50 AM »
While considering a Sectarus - Rise Again - combo, I was thinking about whether it could work to intentionally kill off your own Dark Pact Slayer Bloodreaper if he close to dying, and getting him back as a Zombie with Rise Again. Would it be possible to again make him your Bloodreaper in that case? I'd say yes as he's still a demon creature. Could even synergize with Ziggurat of Undeath then!

15
Events / SPIEL Essen 2015?
« on: August 25, 2015, 12:25:45 AM »
I read elsewhere that Arcane Wonders are planning to be there themselves in some form. Any more details available yet? Will we be able to buy English sets or are all sales done by the German distributor Pegasus as in the previous years?

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