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Messages - Obsidian Soul

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Rules Discussion / Re: intercept akiro's hammer
« on: February 10, 2018, 11:45:07 AM »
I wonder if you could have an intercepting conjuration?  I wonder what that would look like?

General Discussion / Re: The future of Mage Wars
« on: January 25, 2018, 06:14:45 PM »
And Mage Wars is much cheaper than Legacy MtG.  I think that a new player would have to dump a maximum of $100 to build two competitive spellbooks in Mage Wars while they would have to dump a minimum of $2000 to build two competitive decks in Legacy MtG.

General Discussion / Re: The future of Mage Wars
« on: January 23, 2018, 09:05:00 AM »
How are you going to learn a book only playing it once?  Yes, I can understand dismantling a book that just does not work, but you really should keep and adapt functional books.  The core strategy of my Priestess has not changed in four years, I just change a few cards every time a new expansion comes out to adapt it to new threats.

Rules Discussion / Re: 8 mana + Crumble VS Harshforge Plate + rune
« on: January 21, 2018, 09:48:08 PM »
I think so.

How are you using the orders of the Warlord without any soldiers?

Strategy and Tactics / Re: Best Animal to make the Straywood's Pet?
« on: January 19, 2018, 11:19:57 PM »
I would say that the best turn one Pet is Timber Wolf.  If you are willing to wait till turn two for your Pet, I would suggest a Steelclaw Grizzly.  Of course, I have also seen a Falcon used to great effect, especially when augmented with Bear Strength and Lion's Savagery (8 dice on each attack is hard to deal with from a flyer).

I disagree with block formats.  One of the great features of Arena is that it is universal and, as long as I do not have any Promos, I can play in any tournament from Helsinki to Tokyo.  Introducing black formats would fragment the already small population of Mage Wars players and would needless complicate tournaments.

Strategy and Tactics / Re: Feed me, Seymour!- growing the plant
« on: January 18, 2018, 10:01:55 PM »
A better option would be for a Beastmaster to quickcast the 4 mana critters from Academy.  The Beastmaster can cast Ring of Beasts and Kralathor during turn one and then cast a Mana Flower and a small critter during turn 2 and turn 3.  By turn 4, Kralathor is quite big, but you can always keep feeding it, forcing your opponent to come to you and start enchanting it.  If your opponent waits till turn 6, they will have to deal with a Kralathor with 4 Growth Markers (and probably Bear Strength and Akiro's Favor), meaning that it can start consuming one enemy creature per turn without that much effort (and that is when you use Sweeping Strike).

It is really not that complicated, though I would like to have a central document for the combined rules, as things are a bit spread out.  The key thing to remember is that Mage Wars is a board game that uses cards, not a card game that uses boards, and it is nothing compared to the complexity of a tabletop game like GURPS, Pathfinder, or Shadowrun.  That being said, I think that is one of the reasons why a Mage Wars video game would be a good idea, as the video game could keep track of the complexity of the game.

Rules Discussion / Re: Daze and attack spells.
« on: January 18, 2018, 05:30:18 AM »
I agree.  If you need to attack that turn, yoh should take a full action doing a non-attack action and then use a quickcast to cast an attack spell.

Strategy and Tactics / Re: How can the Paladin beat the Forcemaster?
« on: January 17, 2018, 11:22:58 PM »
I would suggest using swarm tactics (it generally works when I go up against the Forcemaster), as it is difficult for the Forcemaster to stand against 6-8 creatures.  In addition, I would suggest thinking about using Eye for an Eye on your Paladin, as it will cause a lot of problems for the Invisible Stalker and the Forcemaster.

MTG possesses around 1,000 different ways of dealing infinite amounts of damage when you are not using restricted card format.

It was that way when I lived with steelclawgrizzly, we kept getting better because we were playing each other a few times every week.  When we introduced new people to the game, they kept getting better because they played against us and each other until they could beat us.  It was always a moving experience when they got their first victory against either of our major books because they had finally reached our level.  We had a good six people, other than us, who could beat us at least 1 out of every 3 times, which forced us to get even better because we did not like losing.

Player Feedback and Suggestions / Re: How to make Mage Wars faster
« on: January 17, 2018, 07:47:36 PM »
It does become more about dice luck than it does about strategy.

Player Feedback and Suggestions / Re: How to make Mage Wars faster
« on: January 17, 2018, 06:18:22 PM »
I still do not know how anyone has a four hour game.  I think my longest game ever was two hours, and that was only because we were still realitively new to the game.  I generally play as if I am in a tournament and will concede the game after an hour if it looks that I am losing, as there is no need to draw things out, especially since I will rarely have anything left in my spellbook after twenty turns of play.

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