July 20, 2017, 05:39:37 PM

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Messages - iNano78

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1
Formations are so sweet!  It makes the swarm warlord very viable and maybe even the strongest of the mages.  There are so many more good cards in this set.!!!

From the cards so far he is still behind. Not sure if he's even competitive yet - not to speak of "maybe even the strongest" - Hold your horses! :p

He's certainly getting a lot stronger in multiplayer Domination, where total actions (including multiple melee strikes through Battle Fury or Whirling Strike), zone control, Guards and ways of evading guards are all important. There, he was already one of our strongest mages. Slaknir making all Goblins Elusive is particularly awesome, and he has a great selection of walls. Add a few Formations and he's going to be really tough to overthrow in that format.

2
Something was mentioned about multiple formations not being allowed in the same zone and having to flip any other formation enchantments back to the face down side. Three questions about that.

First I assume the controller of the formations gets to choose which formations to flip to face down?
Second, can I reveal a different formation in a zone with an already revealed formation to change which buff I am getting.
And third, when leaving the zone with a flipped formation enchantment will I have to pay the reveal cost again?

Anybody else getting a vibe that Formations are a little like Paladin Auras, but easier to activate, swap, put in the zone they're needed in, etc... e.g. "better"... ?

3
Watched it live. Wow, really excited about Formations...

The "Elven Grunt" is quite good, and the Harshforge Construct is a neat in-school Dispel replacement supplement, albeit a little gimmicky (e.g. you depend on the dice in order to trigger his ability, and when you do use it, you give up dealing damage). But I question the decision to go with a High Elven Warlord and Elven War-school soldiers rather than filling out the Goblin and Dwarven ranks while keeping (High) Elven soldiers/knights in the Holy and/or Holy & War schools.  I get that generally your species shouldn't define your training, but when there's already a precedent and options haven't been exhausted, I'd prefer to stick with precedent. Oh well. I guess we'll have to wait a little longer for level 1 Dwarves.

4
Mage Wars Academy / Re: Warlord expansion?
« on: July 18, 2017, 11:18:10 AM »

While I can't see how this could be packaged in an Academy expansion, I'd love to see a new Goblin Grunt-ish creature (Dwarf Grunt?) with ability "When this creature would receive a Veteran token, it receives 2 Veteran tokens instead." Rewarding it with Melee +2 and Armor +2... that would be something! That's a free* Bear Strength AND Rhino Hide! Might actually be worth it.

I cannot say anything at this point but it is a real stretch to see arena abilities on academy cards unless the academy mage card also uses those abilities. I cannot confirm or deny the abilities of the new warlord.

Agreed. That's why I said I can't see how this could be packaged in an Academy expansion.

Hmmm... Perhaps a new grunt might have text like this:

"If this creature has the Melee +X trait with X > 0, gain an additional Melee +1.
If this creature has the Armor +X trait with X > 0, gain an additional Armor +1."


This could work with a lot of buffs in either Academy or Arena (e.g. Wolf Fury, Gator Toughness), as well as having automatic synergy with Veteran tokens. Might be too good though; e.g. also works if there's a Standard Bearer in the zone, and wouldn't add any additional benefit for a Vet token on top of the Bearer bonus.

5
Mage Wars Academy / Re: Warlord expansion?
« on: July 17, 2017, 08:54:33 AM »
Im sure he is High Elf!
 Maybe train in lvl 1 Holy and not earth, he looks a bit like a paladin to me...

I certainly hope not. The Paladin vs Siren expansion brought us plenty of good, low-level Holy & War creatures. Arena Warlord needs more good, low-level War, Earth, and maybe War & Earth creatures. Hopefully the Academy Warlord will supplement the Arena (Bloodwave mostly) Warlord's creature selection, making him more competitive with and different from the Paladin and Priest(ess).

While I can't see how this could be packaged in an Academy expansion, I'd love to see a new Goblin Grunt-ish creature (Dwarf Grunt?) with ability "When this creature would receive a Veteran token, it receives 2 Veteran tokens instead." Rewarding it with Melee +2 and Armor +2... that would be something! That's a free* Bear Strength AND Rhino Hide! Might actually be worth it.

6
Mage Wars Academy / Re: Deck Builder Tool?
« on: July 14, 2017, 03:10:27 PM »
I'm unable to reproduce the problem you are having, both spells you mentioned work normally when I test.
I would like to understand and correct the problem, can you share info on what OS/browser you are using? Does the problem happen if you use a different slot?

Windows 7 Professional, SP1

Google Chrome
Version 59.0.3071.115 (Official Build) (64-bit)

Changing slots doesn't help; e.g. Slot 5 Academy Warlock can't add Burning Cuirass (doesn't show up when filtered by "usable"; shows up when filtering to "all" but can't be added to spell book; has cost = "n/a"); slot 16 Academy Beastmaster can't have Redirect (same).

7
Mage Wars Academy / Re: Deck Builder Tool?
« on: July 14, 2017, 11:53:09 AM »
I don't believe there are issues of that kind (academy cards not being marked as academy), the issue with Redirect you reported was that count was 0 with academy core set selected, but from the data I have that it seems Redirect is only available in warlock expansion so that doesn't seem to be a bug (unless my data is wrong). If you have a card count for each set I can cross check that.

I'm not sure I follow.

These cards don't appear under "Useable" but do appear under "All" but still can't be added to an Academy book. For example, your spellbookbuilder says I own 6 copies of Redirect, but when I'm on a slot for an Academy mage (e.g. Beastmaster), the spell cost is "n/a" just as it is for any Arena-only spell, and nothing happens when I click the "+" despite having non-zero card count owned. Same is true for Eye of Bael (of which I own 4 according to the builder).

Are only Academy core set spells allowed when building an Academy mage book?

(I don't have card counts for each expansion on hand, but the count doesn't seem to be the problem)

8
Mage Wars Academy / Re: Deck Builder Tool?
« on: July 14, 2017, 10:58:13 AM »
Thanks for your feedback iNano78, I forgot to mark academy promos as usable by academy mages. I've uploaded a fix so it should be ok now.

I checked Redirect and according to the data I have there are 3 copies in academy warlock expansion and it is not part of academy core set. The data I have may not be correct as it was collected from various unofficial sources. I'd be happy to check the data against any list you can provide.

Cheers

This may be time consuming, but you can check each card by its image. Any card image with the school name spelled out under the school symbol is an Academy card; any without text is Arena only.

9
Mage Wars Academy / Re: Deck Builder Tool?
« on: July 12, 2017, 11:39:05 AM »
I've added proper support for academy mages on http://www.spellbookbuilder.com/
Check it out and let me know if I need to fix anything (I don't play academy).

Nice!  Just checked it out and noticed you can select "Usable" on one of the filters at the bottom so it hides Arena cards and only shows you Academy cards. Unfortunately it also hides Academy promo cards (like Gorgon Spearthrower, Shock, Sactuary, etc). Would be nice if they were still included with orange "(!)" leaving it up to the user whether or not they want to allow/include Academy promos in their Academy spell books.

It appears that some Academy cards might not be correctly labeled. For example, Redirect doesn't appear as "Usable" and can't be added to my Academy spell book, despite being from the Academy core set. There might be others (I haven't tried to go through every card or anything).

10
Regularly-scheduled Mage Wars action continues at the Royal Canadian Legion on Wednesday July 12.

It is recommended (but not required) that each player be prepared to play Domination or Arena on a given night.  That is, it's probably a good idea to bring (at least) 2 spell books: one designed for regular Arena play, and one designed for (presumably multiplayer) Domination - although in principle these could be the same book.

I generally have a few extra Arena, Domination and Academy spell books on hand in case you don't have one for a specific format... but probably more fun (and less learning curve) if you arrive with your own spell book.

"Your Wednesday Mage Wars spell book: Don't leave home without it."
- Anonymous Wizard


See you at the Legion!

11
Rules Discussion / Re: Can a Wildfire Imp teleport when Restrained?
« on: June 27, 2017, 07:18:47 AM »
Thanks for the confirmations... and I want to agree.

That said, apparently there is indeed a "declare move" step:

You can reveal after any of the steps of a Move Action. The steps can be found on the back of the 4e rulebook, but I'll repeat them here:
1. Declare Move
2. Pay Costs
3. Leave Zone Effects
4. Walls
5. Move
6. Enter Zone Effects

Step 5: Move is when you actually change zones. As long as the enchantment is revealed before this step, then it will prevent you from changing zones.
(with respect to Force Hold being revealed)

But I agree that this doesn't necessarily change the ruling with respect to a Restrained Wildfire Imp.  In effect, he could replace the entire "move action" with a "teleport action"... which instead of having a "declare move" step, it would have a "declare Teleport" step, then go on to "pay costs" (mana in this case), then do any "leave zone" effects, skip the "walls" step (since it's a Teleport), then replace the "move" step itself with a "Teleport" step, then do any "enter zone" effects (e.g. trigger traps or whatever).

Make sense?

In other words, my understanding is that the steps above are all with the "Move action" and the Imp's teleport replaces the entire "move action" with a "teleport action", and thus isn't forbidden by being Restrained (which says "cannot take Move actions").

12
Rules Discussion / Re: Can a Wildfire Imp teleport when Restrained?
« on: June 26, 2017, 10:13:08 AM »
It's explicitly not a move action, very much like the blue gremlin ability, and therefore he should be fine to port right out of that sticky situation.

I guess worded another way, is the Imp's teleport a replacement for a move action, or is it a different type of action that this creature can do (similar to Genie's wish or whatever)?  In other words, does the Imp declare a move action, then instead of moving, you pay mana and he teleports to target zone containing an object with a burn marker? If so, then Restrained might prevent that, since Restrained says "cannot take move actions." Could have other implications, like whether or not Stumble can prevent a Wildfire Imp from teleporting (if it requires taking a move action, then replacing the move with a teleport).

13
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).


14
Regularly-scheduled Mage Wars action continues at the Royal Canadian Legion on Wednesday June 28.

It is recommended (but not required) that each player be prepared to play Domination or Arena on a given night.  That is, it's probably a good idea to bring (at least) 2 spell books: one designed for regular Arena play, and one designed for (presumably multiplayer) Domination - although in principle these could be the same book.

I generally have a few extra Arena, Domination and Academy spell books on hand in case you don't have one for a specific format... but probably more fun (and less learning curve) if you arrive with your own spell book.

"Your Wednesday Mage Wars spell book: Don't leave home without it."
- Anonymous Wizard


See you at the Legion!

15
General Discussion / Re: Essential cards pack
« on: June 20, 2017, 11:51:31 AM »
+1 Pillar.

Also Consecrated Ground!

Or some new cheap universally beneficial terrain. Or something that "undoes" terrain. Right now CG is the only  terrain costing <8 mana that isn't Siren Only.

In addition to more Teleport, many more Lesser Teleport, and more Force Push, I could personally use a few more Force Wave and Repulse, partly because I play Domination and have several books available at a time.  I have about 20 spare Minor Heals, though, so I don't have a need for more of them.

I'd tend to stay away from cards in the core set, aside from maybe Teleport, since (1) they're available in the Arena core set (e.g. if you find you always need more of them, you should probably buy another core set) and (2) they're in at least one of the Core Spell Tomes. Cards exclusive to expansions are exactly that... so Acid Ball, Meredia's Blessing, Pillar, Minor Teleport (!!!), Force Wave, Repulse, Leather Chausses, Disperse, Crumble, Arcane Ward, Mend, Brace Yourself, Glancing Blow, Redirect, Chitin Armor, etc, would be preferential candidates for such an "essentials" expansion.

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