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Messages - SharkBait

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Spellbook Design and Construction / Re: Beastmaster vs Beastmaster
« on: August 19, 2018, 12:53:52 AM »
A couple of thoughts:

Wounded Prey is amazing against every mage not named Necromancer (generally). It absolutely helps you get your creature advantage.

Kajarah is amazing. It's not tough to get Kajarah to 5 dice, and running 3 of them is only 3 sbp and 9 mana total. So if they really want to spend all day dissolving, you generally win the sbp trade as long as you have additional options. (elemental wand is a good one)

Focus on level 1 and 2 creatures early. Wounded Prey lets them hit like a level above what they are. With a lair out, you can cast a wolf and enchant it (or rouse, lesser tele, other 2 mana spell) each turn. T1 lair with T2 and T3 wolves can put a lot of dice on the field. 4-5 (kajarah) and 4-5/wolf depending on your attack target.

Lesser Teleport and mobility in general is significantly important in JBM. Not saying it's not for straywood (haven't actually played SW in a while) but it's always important for JBM.

Don't forget to take a turn to put on armor

 8) 8)

General Discussion / Re: How important is Mana?
« on: August 13, 2018, 10:20:58 AM »
Another thing. If mana would be overrated then people would play Razortusk as it's cheaper than the wolf.

I play Falcons because i get flying for 1 mana compared to Foxes.

Is having a better economy the way to win at Mage Wars?

If the answer is yes - well Wizard seems strong then.

Mana is SUPER overrated. In fact, next time we play, I'll just give myself your mana so you don't have to deal with the extra ;)

Events / Re: Domination Madness Tournament Summer 2018
« on: August 07, 2018, 09:51:11 AM »
Keejchen's Wizard takes Biblo's Druid. 11-6

Druid can be beaten!

Pics or it didn't happen  ;)  8)

Events / Re: Domination Madness Tournament Summer 2018
« on: August 02, 2018, 09:44:04 AM »
I'll play

Events / Re: July Mini OCTGN Tournamnet 2018
« on: July 29, 2018, 01:08:35 AM »
You need to speed up to finish this in July :)

I've still not heard back from jack

I guess I should clarify on here too:

My OPINION (this opinion does not represent Arcane Wonders, Arcane Duels, or any other group to whom I've ever spoken  :P ) is that there are some rules interactions that need cleaned up in a re-written ruleset. The rule supplement being ~50 pages tells me that some things just aren't clear in the base ruleset and can be re-examined to be improved.

I would tend toward minor, incremental changes. Fix things that academy's required wording leaves loopholes in, fix some of the trample interactions, etc. Then, once that's been done and things shake out, identify the next problem and brainstorm ideas to fix them.

You can't jump directly into changing meta defining things until the foundation is made a bit more secure, so unclear or unintended rules interpretations need to be addressed as much as possible before anything can be built upon it.

Events / Re: OCTGN DOMINATION Summer 18 Tourney
« on: June 30, 2018, 07:01:03 AM »

thx Shark :)

If that's the final participation list then I'm ready to get this rolling  8)

Events / Re: July Mini OCTGN Tournamnet 2018
« on: June 24, 2018, 02:48:24 AM »
I'm in for this one too

Events / Re: OCTGN DOMINATION Summer 18 Tourney
« on: June 24, 2018, 02:47:59 AM »
I'm in

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

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

Events / Re: OCTGN tournaments
« on: June 07, 2018, 11:49:19 AM »
So Sharky.
Ready to rumble?

This is why you need to get on that discord link I sent you. Also yes

General Discussion / Re: The biggest problem MW has: rule-uncertainty
« on: June 05, 2018, 10:49:03 PM »
Yeah, I understand. You don't want to let them "borrow" mana and have the effect one turn earlier. But as I said, I don't see the need to change that particular rule. On the contrary, that actually leads to some interesting situations during the play.

For example if you reveal regrowth with your 10 channeling you already only have 6 mana for the next turn. The enemy can take that into account and you limit yourself - for the 2 regeneration you gained. I actually like that a lot, there are times when I play with my curselock that I don't have any mana for my turn because I revealed 2 curses during upkeep..

As I said, that feature makes MW more interesting and diverse, why do you feel the need to change that?

What you are pointing out here is still possible with Puddn's steps. Revealing after the channeling phase but before upkeep is still a timing possibility. Even now, the sequence described above is only possible if you reveal after the channeling step but before upkeep (since there are no steps in upkeep currently). Puddn's steps are for during the upkeep phase itself. No enchantments being revealed during the upkeep phase itself prevents someone from revealing healing madrigal (for example) after the remove dissipates step and getting a free round out of it.

This plays a little into the complex interactions part, but this is one of the complex interactions I like. I do agree on the whole though that the inconsistencies are a problem.

Events / Re: OCTGN tournaments
« on: June 04, 2018, 11:14:57 PM »
I'd be down to play pending timing

Maybe this is a bit too radical, and would change how the game is ultimately played, but what if I told you that the problem wasn't the order in which things happen being nebulous  8). I contend that the true root of the problem here ends up being the fact that the order changes, thus causing things to play out according to different priorities each turn.

What if we came up with a system in which initiative didn't pass automatically? Some examples from other games: Star wars armada gives initiative to the player who brought the fewest points to the fight (called the initiative bid).
Using a bid system (say someone brought 115 points vs a 120 point book) could make it so that the person with initiative would still get to decide the order of things, but would keep that priority the same.

Star wars destiny, on the other hand, allows you to claim the battlefield as an action to either keep "initiative", or the equivalent of, or take it. This allows priority and initiative to change, but it's done in an intentional manner.

While the above examples are both star wars games, the point is more to highlight different systems that don't have as much of a resolution problem as Mage Wars seems to have. I'm also not advocating for either system specifically,or even that we HAVE to change something, just giving some examples of other systems in hopes of inspiring discussion about what the real problem is and how we might solve it.

General Discussion / Re: The current state of MW
« on: May 22, 2018, 11:55:30 AM »
I think everyone is taking everything here a bit too personally. Borg's trying to present data that indicates something. Whether you agree with what the data points to, or not, IS the discussion here. I think the data brings up a good point and a good chance to reflect on how we, as a community, act from here out.

So that is what it comes down to. Are we going to sit around and let the game die out because AW isn't/hasn't/can't/didn't release some new content? Is this really how we want to be remembered, as a bunch of bitter people clinging to (what I consider to be) one of the best games I've played but claiming we couldn't do anything about it?

Or, perhaps there's another way.

Perhaps we could address the issues (inconsistency of the rules interactions, irregular live play, falling popularity on high profile websites, etc) with honest discussions and ideas about what we can do. I'm not personally opposed to making a new, community built/tested rule set that simplifies some of the abnormalities. As Arcane Duels, we tinker with the rules for tournaments all the time! I'm also thinking it's going to take a massive effort on the community at large's part to make it worth AW's time again to invest in this game. Borg's right, the numbers are AN indicator of a larger popularity/income problem. So what are we going to do about it?

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