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Topics - iNano78

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Rules Discussion / Can a Wildfire Imp teleport when Restrained?
« on: June 25, 2017, 08:59:22 PM »
Wildfire Imp
Does "instead of taking a move action" require the ability to take a move action? If yes, it would seem that the Imp cannot teleport himself out of, say, a Tanglevine or Whirlpool, etc. (But could be Teleported out via Teleport, for instance).

Rules Discussion / Strongest
« on: May 03, 2017, 06:09:39 PM »
In a multiplayer match, does each opponent have a strongest creature (which activates KotRH's ability, etc)?

Is an uncontrolled Usslak (orb guardian) considered a strongest creature? Does an opponent's higher-cost creature overrule this, or will it always be the "neutral opponent's" strongest creature?

Spells / Arcane Missiles and Ranged +X
« on: February 27, 2017, 03:55:56 PM »

"Terrible card. Nobody plays it. OVERRATED! Sad."
 - Tweet from the President of Sortilege

I assume this counts as one "attack action" and thus only the first of its 3 attacks will get the Ranged +1 bonus for Hawkeye, Steep Hill, etc (despite not officially being "Sweeping").

Too bad...

Still, if your Wizard is running Hawkeye and a Steep Hill anyway (and probably Gloves of Skill, too), you can get 4 dice of Unavoidable, Critical, Ethereal damage on the first attack at Range 0-1 for 6 mana and a full action (to be followed up with an Arcane Zap, of course) - which is nothing to sneeze at. I'm not aware of any other way to get such a powerful Critical attack.* The 2-dice attacks at up to 2 other targets is a bonus. Of course, the (Air) Wizard isn't exactly hurting for Ethereal attack spells. Just trying to figure out a way to use this highly thematic spell.

* I guess it's technically possible to put Maim Wings and Hawkeye on your Psylok that's perched on a Steep Hill... then find a way to lure your opponent into Range 0-0. LOL. Screaming Zombie can't take Hawkeye, so that won't work. Ranged +X doesn't work on zone attacks, so Oscuda's out of luck. Even with all the tricks above, a Screech Harpy could only get up to 3 dice for its Unavoidable+Critical+Ethereal attack.  If only there were a way to give a creature "Poison +1" before pushing it through Wall of Poison Gas!!

*edit* Also, if your Hawkeye Wizard is perched on a Steep Hill, and also has Lightning Ring, he's already hurling 6-dice Lightning Jolt (4 mana quick-cast)/Arc Lightining (5 QC), 7-dice Piercing Thunderstrike (6 QC), 8-dice Lightning Bolt (8 QC), or 9-dice Thunderbolt (10 FC). So 4+2+2 FC Arcane Missiles aren't really overwhelming except against a very highly armored opponent (or Resilient Zombie swarm...).

Spells / Eye of Bael shenanigans
« on: February 25, 2017, 04:12:38 PM »
This card has been discussed in a few places, but those were mostly thread-jacks, so I thought it deserved it's own thread with compiled discussion.

Obviously you can cast this on your own Warlock and try to ensure a friendly demon creature attacks an enemy creature each round. And this can be combined with Demonhide Mask to make your Warlock's own attacks (including attack spells) count to activate Eye of Bael.

But an interesting thing about this spell is it isn't Warlock (or Dark Mage) Only.

... I would probably also cast Eye of Baal on my opponent to try and speed up the damage rate.

Now, before you get too excited, like I did, there are a couple of caveats when it comes to casting equipment on an enemy creature.  Here's what the Rules Supplement has to say about it:

Quote from: Mage Wars Rules and Codex Supplement, v4.2

Equipment Control

The Mage to whom the equipment is attached controls that equipment. For example, if you cast Sectarus on a friendly Mage, he will be able to attack with Sectarus, and plan curse spells for it. This is different from other spells, such as enchantments and conjurations, in which case control is retained by the caster of the spell.

Note that you cannot cast, control, or use equipment which you are restricted from. For example, A Priestess cannot cast, control, or use a Staff of Beasts which is Beastmaster Only. See “Spell Restrictions”.

Replacing Equipment

You cannot have 2 pieces of equipment attached which have the same name or the same location. For example, you cannot have 2 Leather Gloves attached (same name). You cannot have both or a Bearskin and a Dragonscale Hauberk attached (same location).

If an equipment object of the same name or location is cast upon a Mage, if the spell is friendly controlled, the new equipment object is placed on the Mage, and the duplicate item (the original one which has the same name or location) is removed and placed in its owner’s spellbook. In this manner, friendly Mages can replace equipment on each other with newer or better choices. This might be useful for removing equipment armor which is no longer useful because it is corroded (see “Corrode”).

Note that if an enemy-controlled equipment object of the same name or location is cast on a friendly Mage, the new equipment object is destroyed and placed in its owner’s discard pile. Enemies cannot replace equipment items on friendly Mages.

At first I interpreted this to mean that, if your opponent puts an Eye of Bael on you, you can't simply replace it. But on re-reading, it would seem that isn't the case. If an enemy tries to replace your equipment (e.g. replace your Moonglow Amulet with Eye of Bael), the new equipment (EoB) gets destroyed and goes to its owner's discard pile. However, if your opponent put EoB on you first, you "control" it, so you can replace it with your own Moonglow Amulet, causing it to go to its owner's discard pile.

At least, I think that's how it works.

That said, if your opponent doesn't have an amulet to replace it with, their own option is Dissolve/Crumble (or Explode or Corrosive Orchid), or be stuck with it for the rest of the game, making it a cheap curse to play.

Too bad it doesn't have the Curse subtype.

Have you had success with Eye of Bael?

Loan from Voltari
Enchantment, Reveal cost 0, Target = Mage, Type = Mana
Epic, Dissipate 1

When you reveal Loan from Voltari, gain 10 mana.
When the last Dissipate token is removed, pay 10 mana. If you do not, you lose the game.

Contract with Infernia
Enchantment, Reveal cost 0, Target = Mage, Type = Mana
Epic, Dissipate 1

When you reveal Contract with Infernia, gain 12 mana and your Mage loses 6 life.
When the last Dissipate token is removed, pay 6 mana. If you do not, you lose the game.

Not sure if the target needs to be "friendly Mage" to prevent casting it on your enemy. I think Voltari would benefit your opponent, but Infernia might be deadly.

An untested Paladin spell book inspired by tanky spell books for Anvil Throne Warlord, Forcemaster, etc.

Ehren's ApprenticePaladin
Attack2 x  Force Hammer4 x  Luminous BlastConjuration1 x  Ballista1 x  Battle Forge2 x  Consecrated Ground1 x  Enchanter's Wardstone1 x  Hand of Bim-Shalla1 x  Mana Flower1 x  TanglevineCreature1 x  Cassiel, Shield of Bim-Shalla1 x  Ehren, Enduring Paladin1 x  Knight of the Red Helm1 x  Messenger of Bim-ShallaEnchantment1 x  Arcane Ward1 x  Armor Ward1 x  Ballad of Courage2 x  Bear Strength2 x  Critical Strike1 x  Divine Protection3 x  Divine Reversal1 x  Falcon Precision1 x  Knight's Courage2 x  Nullify2 x  Regrowth1 x  Restore1 x  Song of LoveEquipment2 x  Champion's Gauntlets1 x  Dancing Scimitar1 x  Dawn's Bastion1 x  Dawnbreaker Ring1 x  Elemental Cloak1 x  Harshforge Plate1 x  Leather Boots1 x  Leather Chausses1 x  Radiant Breastplate1 x  Signet of the Dawnbreaker1 x  Sunfire Amulet2 x  Sword of Radiance2 x  Veteran's Belt1 x  Wand of HealingIncantation2 x  Dispel2 x  Dissolve2 x  Heal2 x  Lesser Teleport1 x  Martyr's Restoration2 x  Minor Heal1 x  Purify1 x  Remove Curse1 x  Smite2 x  Teleport
Total cost: 120 pts

Goes something like this:

Round 1 (19): Battle Forge (8) + Mana Flower (5)
Round 2 (16+1): Ehren (5) + Regrowth on Ehren (5) (plus cheap equipment from Forge; e.g. ring or gauntlets; assume 3)
Round 3 (14+1): Martyr's Restoration (1) + either Cassiel or Messenger of BS (9) depending on urgency to heal Ehren (plus cheap equipment from Forge; e.g. ring or leather; assume 3)
Round 4 (12+1) and onward: Continue to gear up (e.g. armor, sword, belt; Regrowth on Mage), and start heading towards the centre of the arena; FD enchantments or Hand of BS or Enchanter's Wardstone are good early plays depending on opponent. Choose chestpiece depending on opposing Mage type and style of play (e.g. Harshforge vs "undo"; Radiant vs "aggro"). Have Cassiel cast healing and protection spells while Ehren + your Mage focus on offense, with equipment from Forge. If the enemy doesn't want to engage on your terms, cast Sunfire Amulet to get a clock ticking. As for damage output, melee sword + Scimitar + Luminous Blast can combine for a lot of damage against 1-3 targets.

Spells that didn't quite make the cut (yet):
- a second Dancing Scimitar
- a second Battle Forge
- Steadfast Boots (I'm afraid of getting Tanglevined while wearing them...)
- Helm of Justice (good against swarms, especially zombies)
- Iguana Regrowth for KotRH (who is mainly here for Sirens and Forcemasters)
- another Tanglevine or Force Hold
- walls. The only cheap one is Pikes, and it doesn't serve the function I'd want.
- more cheap enchantment buffs, like Blessed Focus, Knight's Courage, Paladin's Valor, Eye for an Eye, Brace Yourself, etc

Rules Discussion / Pillar of Rifhteous Flame and upkeep timing
« on: February 08, 2017, 07:26:52 PM »
1) If Pillar hands out a Burn (d12 > 8) during an attack caused by removing its Dissipate, do you roll for that burn in the same Upkeep phase?

2) Does it make an attack when you remove the last Dissipate (and does it depend on Initiative)?

General Discussion / Is it the end of Mage Wars (as we know it)?
« on: January 26, 2017, 08:49:20 AM »
OK, I hate to be "that guy" that starts a thread claiming the sky is falling, but there's some circumstantial evidence pointing in a bad direction for those of us that love this game.

1) The Mage Wars community celebrates as 2016 wraps up a big year for Mage Wars, with the Academy expansions, Paladin vs Siren, and Lost Grimoire v1 all hitting retail stores. Yeah!! On the other hand, there's no hope that the online card database or spell book builder will ever be updated, so it's up to awesome fans of this wonderful game to take matters into their own hands. 

2) Major rules supplement update posted on 2016-12-02 by Laddinfance. This would be his second-last post (as of this moment) on the Arcane Wonders forum; the last, a banana sticker opportunity + Hitchhiker's Guide reference. Note that Laddinfance's signature is "Don't Panic."

3) Word gets leaked that Aaron "Laddinfance" Brosman has been "let go." Since he's been the heart and soul of all things Mage Wars for the past several years, including leading the design and development of MW Arena expansions, monitoring the forum, providing rules updates, contributing to podcasts and expanding the in-universe lore, this is a big blow to the Mage Wars community/universe.

4) For the first time (e.g. in contrast to the previous 4 consecutive years), The Dice Tower's kickstarter campaign doesn't include any Mage Wars (Arena or Academy) promos. Arcane Wonders instead contributes Sherriff of Nottingham and Onitama promos (which they also did in 2016), but no Mage Wars promos can be found (uh-oh). Now perhaps this is just to scale back the release of promos, as otherwise they'll be committed to another Lost Grimoire (v2) rather than more gradually catching up on releasing promos in expansions (there are still many that haven't appeared in retail expansions). And it isn't really a big deal. But with 2) and 3) above, it surprises and worries me more than it otherwise would.

Rules Discussion / Trample
« on: January 25, 2017, 06:57:39 PM »
Are Trample attacks affected by Daze?

And why isn't Trample in either the Codex nor Supplement (and the Grimoire rules aren't online yet)?

Spells / Demonic Bloodlust targets
« on: January 24, 2017, 03:59:11 PM »
Demonic Bloodlust is one of my favourite cards from Lost Grimoire v1.

It's most obvious application would be on a buddy for an Arraxian Crown Warlock, either his Blood Reaper, especially Blood Demon, or even on Goran, Werewolf Pet.

But there's something possibly even more interesting about this spell: it's target is a "Non-Mage creature" - doesn't say anything about "Living" or even "Corporeal"!

Now before you get too excited, the spell has the subtype Psychic (and Curse), so that will rule out most of the Nonliving creatures as most have Psychic Immunity. ... But not all have Psychic Immunity!

So why am I so excited? Because usually it's quite difficult to buff the attacks of Nonliving, and especially Incorporeal, creatures. All of the Nature and Holy school Enchantments, and most of the War school Incantations, target a Living and/or Corporeal creature. Demonic Bloodlust is one of the very few cards that gives an attack bonus to a Nonliving and possibly Incorporeal creature - as long as it doesn't have Psychic Immunity.

Here's a list of Nonliving creatures without Psychic Immunity, which makes them possible targets of Demonic Bloodlust:

Earth Elemental
Fire Elemental
Grey Wraith
Invisible Stalker
Water Elemental
Whirling Spirit

It's not a long list... but it's got me to thinking of how I can abuse this card. It turns any one of these creatures into an even scarier threat!
"Forcemaster with Demonic Bloodlust Invisible Stalker?! Sign me up!!"
(e.g. During the final quickcast phase of the first round that you attack with your Invisible Stalker, quickcast a Demonic Bloodlust on him and let him rip!!)

** Special thanks to grga.curkovic for making this post possible. Searchable card attributes are a godsend, not to mention having a card image of Demonic Bloodlust on the internet!! THANKS SO MUCH!! **


Are "neutral" Sslak/Usslak orb guardians "inactive" for the purposes of Blightheart's bonus?

From Codex 3.1:
Incapacitated (Effect)
An Incapacitated creature cannot take any actions, including moving, attacking, guarding, or casting spells. It cannot make a counterstrike. It cannot use any Defenses, except for mandatory-reveal enchantments that count as a Defense. It cannot guard; remove any guard markers on it. A Flying creature loses, and cannot gain, the Flying trait as long as it is Incapacitated. Any damage barrier on an Incapacitated creature continues to function normally. Other creatures may ignore an Incapacitated creature, and it cannot hinder the movememt of enemies. An Incapacitated creature still takes an Action Phase (normally, the action marker is simply flipped over). Conjurations cannot be Incapacitated. Mages are affected by Incapacitation differently. A Mage's mind is so powerful that even if he is Incapacitated he can still work his magic! An Incapacitated Mage can still use actions to cast quick non-attack spells. He cannot cast full spells or attack spells.

I've highlighted the key part in red.... which doesn't seem to apply to my question (see *edit* below).

Example case: Sherean Leviathan:

If Sherean Leviathan becomes Incapacitated (say, by Sleep) while in a zone with an aquatic terrain attached, does it still restrain enemy non-Mage non-aquatic creatures?
(Aside: It's interesting that Sherean Leviathan also restrains Flying creatures, which causes them to lose Flying... so he's kind of like a Knockdown + Tanglevine in one - albeit far more difficult to destroy and with a powerful bite!)

Similarly, the same question applies to lots of creatures, from friendly affects like Highland Unicorn to damaging effects like Disciple of Radiance. Does Incapacitate turn off their card text - e.g. allow enemies to ignore it, and/or prevent friendly creatures from being affected by it?

*edit* Partially answered my own question, as the codex states that Ignore is a game term:
Ignore (Game Term)
An ignored enemy creature cannot hinder movement of friendly creatures. An ignored enemy creature that is guarding does not have to be attacked when making a melee attack.

This implies that the card text of an Incapacitated creature still applies, since nothing in the codex states otherwise (e.g. it can't guard and can't hinder anything and can't take actions and loses some traits like Flying and any defenses, but nothing explicitly says it loses any other abilities).

Spellbook Design and Construction / Multiplayer Domination: Siren
« on: January 08, 2017, 04:21:51 PM »
Here's my first attempt at a Siren book for three-for-all Domination. It might backfire - I had problems with Zombie Necromancer, partly due to the drawbacks of Bloodthirsty, but also due to lack of mobility - but I thought I'd give Deptonnes a try. It's risky, and if I find that Bloodthirsty doesn't work, there's always merrens, non-shark pirates and Water Elemental.

I also started from the Siren recommended spell book, which leaves out a lot of Domination staples (e.g. Battle Fury, any Flying creatures, strong counters for Flying creatures, Elusive creatures aside from Blightheart, Tanglevines, etc). I'll see what spells I miss most, then make room for them.

Shark FrenzySiren
Attack4 x  Swell1 x  Tsunami2 x  WindstormConjuration4 x  Bed of Urchins2 x  Coral Barrier1 x  Raincloud4 x  Shallow Sea1 x  Swamp1 x  WhirlpoolCreature1 x  Blightheart1 x  Colossal Crab2 x  Deptonne Berserker2 x  Deptonne Bloodshaman1 x  Kraken1 x  Naiya1 x  Shoalsdeep Crocodile6 x  Shoalsdeep ThrasherEnchantment1 x  Ballad of Courage1 x  Chant of Rage1 x  Harmonize1 x  Healing Madrigal4 x  Hydrothermal Vent2 x  Lullaby1 x  Sentinel of V'Tar1 x  Song of Love1 x  V'Tar Force SentryEquipment1 x  Elemental Cloak1 x  Leviathan Scale Armor1 x  Ring of the Ocean's Depths1 x  Shoalsdeep TridentIncantation2 x  Dispel2 x  Dissolve2 x  Force Wave2 x  Lesser Teleport1 x  Mending Wave1 x  Teleport1 x  Whirling Strike
Total cost: 120 pts

The main idea here is to use creatures with Grapple (e.g. Colossal Crab, Kraken and/or the Croc) instead of usual ways to restrain. And an unorthodox idea (for Domination) is to use lots of Bloodthirsty creatures rather than guards to protect your orbs. This could be good against most living creatures... but might not work so well against undead creatures. In that case, it might be better to kill a Necromancer than try to beat his skeletons in a V'tar race.

If this doesn't work, I might go with Sherean Laviathan. I recently ran into it in an Arena match, and it might be broken in Domination - or at least difficult to deal with unless you anticipate it and have a specific strategy to deal with it. The idea is to park the Sherean Leviathan in a zone with a Shallow Sea and Astral Anchor next to the most valuable orb zone, then push (e.g. Force Wave) enemy creatures into its zone. They all get stuck, and unless they (a) kill the Leviathan or (b) swap out the terrain or (c) otherwise separate their creatures from the Leviathan (e.g. dispel the anchor, then teleport the Leviathan away, etc), then you end up with a pile of enemy creatures stuck in one spot while your other creatures are free to secure orbs.

*edit* Recent changes:
+2 x  Swell
+2 x  Bed of Urchins
+2 x  Hydrothermal Vent
-1 x  Ballad of Courage
-1 x  Healing Madrigal
-1 x  Echo of the Depths
-1 x  Voice of the Sea

Spellbook Design and Construction / Multiplayer Domination: Warlord
« on: January 08, 2017, 02:09:30 PM »
Here is a Warlord book, recently updated with PvS and Grimoire v1 cards, that is pretty solid in three-for-all Domination.

Goblin OutpostBloodwave Warlord
Attack1 x  Acid Ball2 x  Hail of Stones1 x  Hurl Boulder2 x  Hurl Rock1 x  Sandstorm1 x  SwellConjuration1 x  Altar of Carnage1 x  Altar of the Iron Guard1 x  Archer's Watchtower1 x  Armory1 x  Ballista1 x  Barracks1 x  Consecrated Ground2 x  Garrison Post1 x  Gravikor1 x  Hidden Tunnels (Promo)1 x  Mangler Caltrops1 x  Steep Hill2 x  Wall of Earth1 x  Wall of Pikes1 x  Wall of StoneCreature1 x  Gerard Matranga1 x  Goblin Alchemist1 x  Goblin Bomber1 x  Goblin Builder6 x  Goblin Grunt1 x  Goblin Slinger2 x  Guard Dog1 x  Noble Vanguard1 x  Orc Butcher1 x  Slaknir, Goblin ChieftainEnchantment1 x  Akiro's Game2 x  Ballad of Courage1 x  Fortified Position1 x  Regrowth1 x  Reinforce (Promo)1 x  Retaliate1 x  Rust1 x  Spiked Pit1 x  Standard BearerEquipment1 x  Elemental Wand1 x  General's Signet Ring1 x  Harshforge Plate1 x  Helm of Command1 x  Horn of Gothos1 x  Ring of CommandIncantation2 x  Battle Fury1 x  Conquer2 x  Defend1 x  Dissolve1 x  Earthquake1 x  Flank Attack1 x  Force Push1 x  Group Mend1 x  Lesser Teleport1 x  Minor Heal1 x  Overextend1 x  Whirling Strike
Total cost: 120 pts

The idea is to get your Barracks, other outposts and Altar of Carnage going early, then get Gerard out to both have high Piercing vs Sslak/Usslak guardians and making hard-summoning soldiers cheaper, then use commands to power your army of soldiers that follows. Beyond that, there are a few different ways you could approach it, threatening your opponents with Ballista, Conquer and Earthquake, or just stealing orbs using Elusive goblins (thanks to Slaknir) and holding them down with your Vigilant Vanguards and Guard Dogs. Garrison Posts and Hidden Tunnels let you summon and position your soldiers on either side of walls, which gives you a strong positional advantage, while your Slinger and/or Alchemist can use an Archer's Watchtower on a Steep Hill for some powerful Indirect Ranged support.

* This is part of a series of spell books designed for Free-for-all Multiplayer Domination.  The main discussion can be found here. *

*edit* Recent updates:
-1 x  Hurl Rock 
-1 x  Construction Yard
-1 x  Wall of Pikes
-1 x  Goblin Slinger
-1 x  Noble Vanguard
+1 x  Swell
+1 x  Garrison Post
+1 x  Consecrated Ground
+2 x  Guard Dog
+1 x  Orc Butcher

Spells / How do you deal with Water Elemental
« on: December 08, 2016, 08:39:42 AM »
Water Elemental

22 mana; Level 6
16 life; "infinite" Armor (Resilient)... which is statistically similar to 32 life with no Armor

Burnproof, Hydro Immunity, Non-living, Resilient (basically only takes critical damage, although Corrodes are dealt as direct damage), Unstoppable (Unmovable, Uncontainable, cannot be Hindered), Frost +3 (LOL)
5 dice quick Hydro melee attack that Pushes on 4+. "When Water Elemental Pushes a creature, after the push it may immediately move to the creature's zone."

On one hand...
  • You can't Tanglevine/Force Hold it.
  • You can't Poison it.
  • You can't Burn it.
  • You can't Push it.
  • It isn't Slow, so Teleporting it away doesn't do much, especially since you can't Hinder it.
  • You can't really swarm it, partly because it can attack a creature, Push that creature, then follow the Pushed creature for free, inching ever closer to the target it seeks.
  • It isn't Legendary or Unique... so god forbid your opponent casts a second one while you're still trying to figure out how to deal with the first!
  • Despite lacking Psychic Immunity, (Mass) Sleep is not an option since it requires a Living target.

On the other hand...
  • It isn't Psychic Immune, so Mind Control, Charm, etc, can work... but they're pretty niche spells. (Maybe not now that this thing is in the wild!)
  • You can wall it into a corner... assuming you can corner it.
  • Leviathan Scale Armor will soften its bite, but it will still roll 3 dice and Push on a 6+. Neither Waterfall Cloak nor Elemental Cloak help at all (aside from the latter providing Armor +1).
  • Assuming it doesn't Guard, Flyers can attack it, and it can't use Eagle Wings (non-living), so the Water Elemental in itself doesn't have any built-in counters against Flyers.
  • Eagleclaw Boots or the Paladin's shiny new Steadfast Boots are good to stop your Mage from getting pushed around by the Elemental. That might not sound like a big deal... until it starts Bashing your Mage into a wall turn after turn!

Any other ideas or suggestions on how to deal with this... thing?

Lucky for me, when used to push a creature into my Mage's zone for a free move action, it often "accidentally" killed the creature and therefore didn't get to trigger the Push'n'Move ability. But since it isn't Slow and can't be Hindered, it didn't matter that much. It's a menacing thing, always seeping towards you.

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