January 17, 2018, 12:02:24 PM

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Messages - DevilsVendetta

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1
Rules Discussion / Re: Joseph Trublood - Healing
« on: January 15, 2018, 12:58:07 AM »
I see the MW promo marking in the picture, but I am wondering whether he has been released yet in non-promo form.

I want to say yes and that he was in forged in fire maybe.

2
Spellbook Design and Construction / Re: Heavy Metal Priestess
« on: January 15, 2018, 12:56:30 AM »
Silverclawgrizzly neither endorses nor rejects the notion of turtle priestess losing. Let us amend that to: Priestess loses when fighting my Straywood :)

Also, no they donít.

3
Spellbook Design and Construction / Re: Heavy Metal Priestess
« on: January 14, 2018, 02:40:48 PM »
Priestesses lose if they turtle (something silverclawgrizzly taught me during our first few months of playing).

No they don't.

4
General Discussion / Re: Favorite aspect?
« on: January 10, 2018, 06:08:43 PM »
It's fantasy chess to me. It's why I hate rush strategies. I like the idea of building up an army, equipping myself and my friends, and then finding the best way through defenses and the cat and mouse game.

5
I'd play on a custom map

6
General Discussion / Re: What Mage Should I Play?
« on: January 08, 2018, 11:24:28 AM »
But you'e gonna see a reasonably skilled player do his best with her next month. At least it's not a friggin Druid :)

Oh really? Who else did you convince to play her?




 8)

Me :)

7
Custom Cards / Re: Poison Mucus
« on: January 06, 2018, 03:45:54 PM »
Why not just have 6 life on the Greater one if its removed after losing 6 life. It can have the same effect that when destroyed, it spawns two smaller ones.

8
General Discussion / Re: What Mage Should I Play?
« on: January 05, 2018, 10:32:03 PM »
I'd like to change my vote to Forcemaster after finding out that Grizzly would never play it without being forced to.

9
Strategy and Tactics / Re: Call to all MW players...Tools of the Trade
« on: January 02, 2018, 06:31:00 PM »
It'd be a bit of a waste to use it on Galvitar since it's cantrip and goes right back to the spellbook. It's a loss of mana and tempo, but not a complete waste. Doing it as the mage casts a big creature or big attack spell would be the only ways I'd use it in that situation since it's still a loss of mana and tempo, but the creature or attack spell is also lost which is the key to me.

10
Strategy and Tactics / Re: Call to all MW players...Tools of the Trade
« on: January 02, 2018, 11:57:37 AM »
There's the Divine Intervention trick to force an opponents mage to waste a big creature.

11
General Discussion / Re: Organized Play
« on: December 30, 2017, 05:15:47 PM »
Cause you'd need a judge with a stopwatch at every table timing every single phase and it still doesn't solve the issue if a match is running long and you have to call it at some point.

I think it's unfair to say we don't have acceptable solutions. I think it's just a matter of ironing out some fine points starting with whether or not a timed win is a win or a tie OR if we're going on a straight point structure; how to define those points when time runs out.

As someone who thinks a win is a win is a win but would be willing to accept a point structure...I think that's a fair compromise as long as we don't overload points in a specific way that just goes back to death being the only acceptable way to win.

12
General Discussion / Re: Organized Play
« on: December 30, 2017, 11:33:09 AM »
I still have the issue that 2 wins (no matter how achieved) should be greater than 1 win.

13
General Discussion / Re: Organized Play
« on: December 29, 2017, 06:42:04 PM »
Except we just went through 7 pages where people will disagree on if a timed win is a win or a tie. This takes care of that issue entirely.

14
General Discussion / Re: Organized Play
« on: December 29, 2017, 05:31:10 PM »
If we're doing that, here's my thoughts:

12 points to kill opponent's mage
9 points if your opponent's mage is within 5 of death
7 points if your opponent is between 6 and 12 of death
6 points for a tie (only with both mages dead 12 + 0 /2 = 6)
4 points if your opponents mage is between 13 and 20 of death
2 points if your opponent is more than 20 away from death
0 points if you die

The numbers could definitely be tweaked a bit but it seems like a relatively fair system.

And I'd include the remove all dissipates before resolving how close to death the opponent is.

15
General Discussion / Re: Organized Play
« on: December 22, 2017, 09:16:22 AM »
The rules weren't written with timed tournament games in mind though so that's not even something I'd look at as the defining place to go. Do you realize how frustrating and much of a time waste some people might consider a game where you took 3 opponents close to death but weren't able to finish off because of a time limit necessary by the format and all 3 games would be considered ties, meanwhile someone else could kill one opponent and then lose 2 other matches and have them be ranked higher because you won't consider a timed win, a win. It would blow my mind if you think someone who died twice is better, in the context of this one tournament, than someone who was winning 3 matches at time.

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