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Messages - farkas1

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Spellbook Design and Construction / Re: Offerings to the Ghoul
« on: November 19, 2019, 05:30:24 PM »
Unfortunately kralathor obliterates the creature so u could not take out of graveyard since the creature is removed from the game. I thought it would be cool to double the effectiveness of a creature dying but it does not appear to be a way to do it  atm.  It sounded like the greatest idea tho Zot!!! I had the build in my head of how I was going to attempt it.

I like the build Dr Mambo!!!

Rules Discussion / Re: Goblin bomber and Scepter of Undeath
« on: September 17, 2019, 08:53:50 AM »
I had this issue come up with a damaged mummified Swordmaster,  basically it only worked on first attack than normal each additional.  So I assume zone attacks work the same way.  That is a great idea for the bomber tho !!! I like to try it out myself

Events / Re: Winter War 47 (Jan 24-26, 2020)
« on: September 03, 2019, 04:04:25 PM »
Yep we will be running an event again this year.  It will be a tournament most likely similar ruleset form last year.  We had a solid crew last year and expect a better turn out this year.   Hope u can make it Dave! 

A couple other things I do agree that crumble and disperse have the mana advantage but I still feel I see more dispels and dissolves than any of the other remove card spells.  I would say remove curse definitely hurt the curse game.  But I donít believe the removal game is inhibiting a rush style book anymore than their counter parts.  Heck purge magic is in the base set and totally ruins most mass enchant builds. 

Stalling out, slowing down is a natural counter to rush builds.  It does take precious actions and mana to do tho. 

So counters like nullify, can get avoided and in my opinion Iím seeing less use of in many matches for good or bad.  But most of the time a player is going to double up maybe even triple up the spells like enchantments, equipment ect. they know they need. That maybe potentially removed. 

So the counter to the counter is just to cast more equipment or enchantments than the opponent can deal with.  The only removal game Iím not fond of is mana denial/drain and thankfully it is not fun to play or not popular in the meta. 

Okay that being said those are my opinions and observations.

What would you Jacksmack like the cardpool to be or what specific changes would you make for Mage Wars to be the style of game that would improve the variability of play styles? 

One solution and could be an easy fix is by only allowing Arena cards and banning all academy cards in tournament play.  This would allow for a different meta to emerge and avoid some of the problematic cards that seem to mostly academy focused.  I wouldnít mind a smaller card pool or contained card pool for small tournaments.  It would be interesting to try out.  I know the convention up North East uses core set for first rounds ect.  That maybe too restrictive for players who like other mages tho. 

First of all I want to address the obvious flaw in your reasoning:

if you disagree with this feel free to try any fast book of yours and attempt to beat my triple spawnpoint necromancer, my gate wizard....and for the sake of it... i could make a Priestess abusing the above mentioned cards as well.

The problem with that statement is that you are in the top 90 percentile of "experienced mw players"  / competitive players. So you probably beat 9 out of 10 players who challenge you regardless of the deck you use. So if you beat someone it's not necessarily because your "triple-spawnpoint+ritual"-deck is stronger, but because you just played better, sry ~  :p


That aside, it would be hypocritically of me not to admit that my own 2 strongest books are both using the Ritual  and are both spawnpoint-builds.

And that nicely leads to the point I want to make:

How do you define a fast/rush book?

1. First thing that comes to mind is probably this answer: By the amount of spawnpoint the book uses.
Example: If you are playing without a single spawnpoint you are by definition a rush/fast-book.

2. Another approach might be the question "in which turn does this book want to engage the enemy under regular circumstances?"
Example: If your strategy is to hit the enemy mage at least in turn .. 5? Then it's a rush book.

3. We neither ask how many spawnpoints a book has nor do we let an arbitrary number of turns decide if one book is a rush book or not, but we judge by the question: "What is the strategy of the mage?"
Example: If the book is tailored to attacking only the mage, never other creatures, conjurations or spawnpoints, then it's a rush/fast book.

Honestly, all of those ideas have merit. As long as we haven't even established what exactly a fast/rush book is, it's kind of strange to discuss how effective those books are.  Because everyone is talking about a different book in their mind.

Taking up my earlier comment about how my two strongest books are ritual and spawnpoint books, I would also categorize them as aggressive, maybe even early aggression-books. But I would not say that they are rush-builds.

Maybe a good way to figure out how aggressive a book is to ask how fast they get to their dmg-peak or near it?

1.  spawnpoint builds can be still very aggressive like mention in your last comments they may not mean rush build.  I would say a battleforge can support a rush and out of all spawnpoints it has the best potential to support a big buddy mage, or solo mage.

2. I would classify rush book as engagement anytime before round 6.  typically turn 2-4 are where I see a rush book being more effective to a spawnpoint sit in corner and pump out creature book. 

3. I would agree in all points so far.  including the goal for winning condition for your Book/mage has alot to do with if your book is a rush book. 

The last comment is what I am finding out too that goes against the slow, long games that has been mentioned by players is that ritual books speed up slow long books.  Players will get wreaked real quick by a few big creatures swinging 5-7 dice each attack. 

That said... is ritual of kallek card in particularly good for the game, I dont know yet.  I would say in tournaments it does have the highest potential to get a nerf or bann from all the released cards so far.  I still think it is too soon to start nerfing any potential card, but that is my personal preference.  If there is a majority that think otherwise I am fine with the decision.  Again good topic and good debate.  I don't think it is an easy decision for future tournament organizers.

Iím on board with keejchenís logic.  As I pointed out earlier rush builds are not dead. They maybe more difficult to execute.  I would say keep things the way they are until next couple of tournaments.  I donít think we have fully explored the Current meta yet.   Zot took 2nd with well planned book construction and a rush tactic that worked.  I donít know if he ran any zone attacks but I do feel they could have been very effective against a ritual of kallek book.   Zone attacks are really effective, my buddy and I run a tsunami in every other build because they can swing a game.

Also more mana does not mean longer games, I think it has and should make games shorter for longer timed builds to reach quicker peaks  in which they wish to target the opponentís mage. I do think ritual needs to be looked at closely in future games and tournaments,  it is a card that has made a Large impact on the current meta. 

League / Tournament Play / Re: Indianapolis Mages Wanted
« on: August 23, 2019, 04:57:08 PM »
Yep VictorE and I will try to make it out.  Looking forward to anytime we can get together!!!   Always a good time and Tim/Zot  is a first class host!!!  ;D

Yea ritual having max zone range is crazy strong.  That needs to immediately change to be 0-1 target ect. 
That said I donít like banning cards or nerfing them so they never get used. 

I also think a damage per mana would have been an Easier solution to the problem. Change it so every mana gain deals one damage. It would help  the trick of stacking of damage on one creature that can immediately regen/remove damage during upkeep.   

Again interesting discussion and topic!!!

Jacksmack you make some great points and have valid concerns.  I donít agree with everything you have said tho. 

I think with the game style you describe can be long and boring.  But we have had ritual of kallek builds at gencon and still get games in under 90 min.  I would say that is fairly fast games still.   I would also say the counter to such builds is highly aggressive builds that either go straight after the mage and or target the engine such as spawnpoint killing ect. 

Now the negative the ritual of kallek and or mediation amulet has made 10 channeling mages stronger which is problematic.


Ignore it
  I agree that 9 channeling mages are at bit more of a disadvantage, but it either means copying a similar tactic/ always have a Spawnpoint/ or being super aggressive with current meta in mind.  I donít think it means auto win if playing against a meditation/kallek 10 channel mage its it is just stupid tough

Other possible solutions
 The 10 channeling standard has been discussed and I do feel maybe an easy fix to some of these issues.  I donít think it hurts the 10 channeling mages at all imo.  The other inherit abilities or schools are good enough if not sometimes better than most 9 channeling mages (zap, shield, treebond,poison immunity, life gain ect). 

 I wonder maybe another solution would be start 9 channeling mages with more mana turn 1.  Say 5-6 more mana than 10 channeling mages.  This would give a little bonus to aggressive mages but also not hurt 10 channeling mages long game. 

« on: August 21, 2019, 10:31:43 PM »
Great write up puddnhead!  I think zot's finals thoughts are on point.  Iím not entirely in same boat on the ritual.  It is strong and I think Druid and necro can take advantage of it the most, even wizard has a good advantage with it being in school.  Three of the top tier mages getting a bump is not great, but all schools could theoretically use the card to gain a boost.   I do think similar to meditation amulet it does a similar thing except the speed up factor is definitely better.  But like these builds it can be outmatched by more aggressive play.    Zots build was a perfect counter to Ritual and if not for the book of undead spawnpoint, I think his book would have dominated at Gencon. So certain builds do have a slight advantage I feel. I don't think it is broken but mana economy and the boost to three of the strongest mages in MW  does not help balance in the game.   

My Favorite moments in matches at Gencon!!!!

The flying Kralathor snatch pull across the board with the thornlashers was one of my favorite moments. I got all snatches to get one big attack from a beefed up overgrowthed plant monster on the siren was awesome!!!!  Other highlights in my matches.  I played falcon precision to one shot susroko which was awesome in fighting off an aggressive Joktari.
And in sharks match my kralathor was about to get lit up by mort, brute, and a skeletal knight, I put eagle wings on kralathor for the save to keep the pressure on his Necro.  The teleport force push to have final bash on necro was also a fortunate choice to seal me the win.   Finally losing my treebond vine tree turn 3 or 4 and putting up a fight against Zots buffed up warlord was also a great challenge and it was a close match.   Very fun matches with really great opponents.   Thanks Arcane Duels for hosting the tournament!!!!

Mage Wars Academy / Re: Future plans
« on: May 07, 2019, 08:20:23 PM »
Welcome!!! Many players play on OCTGN.  Mostly mage wars arena but a few do play academy.  There seem to be pockets of players all over. The best way is just to start playing with buddies or your local game store and start building up your community. We have a pretty good Midwest group from the US as well as a North Carolina group.   OCTGN is very active with online play from players across the world. 

Great work!!!! I will try to elaborate on reasons why when I get a chance.  I love the exploding barrel troll, demon possessed curse,  swarm ideas.  Time bubble!!! Fire mana charge spell.  Lots of good things here.  Not sure everything is costed correctl...... but lots of fun ideas!!!!

League / Tournament Play / Re: Indianapolis Mages Wanted
« on: April 16, 2019, 12:03:48 AM »
Oh yeah!!! I will try and get our crew, I know Virgel and I will make it !!!! Also I will notify the STL gang if they want some redemption against Biblo.  Hehe

Alternative Play / Re: Academy Graduates Final draft
« on: April 12, 2019, 12:55:53 PM »
reserved for play testing records, game log, and opinions.

Alternative Play / Academy Graduates Final draft
« on: April 10, 2019, 01:19:33 PM »
Here is my current final list with all academy mages so far.  !  I will update with feedback and or personal testing.  I have made some minor changes to Wizard and Warlock.  Monk and Necromancer are included as well.  1.4 Version.  if you test these mages out please PM me or start discussion below.  I would love to hear results, strengths, weakness, ect.  Enjoy!

Special thanks to Keejchen for helping me Edit. As well as Ash who obviously has developed the initial Academy Cards.

Bael Warlock 34 life, channel 9.
120 SBP, trained in the Dark School and Fire school, as well as curse spells.  Holy spells cost triple

Hell Fire Curse: If enemy creatures have one or more revealed curse enchantments attached to them add +2 to the effect die when attacking or making a counterstrike attack with friendly creatures who has a fire attack.  You also may pay 1 mana and place a burn on it.

Sacrifice of Blood: Once per round, when a friendly demon creature attacks, during the Roll dice Step of that attack, the Warlock may place 1 point of direct damage on that demon to re-roll all of the attack dice (but not the effect die)

Kelsar Grove Beastmaster 34 life, channel 9,
120 SBP, trained in the Nature School, as well as animal spells.  Fire spells cost triple

Fury of the Beast: Nature enchantments attached to an animal cost 1 less to reveal, once per round, when you have Prority, if a friendly animal has a Nature enchantment attached, you may pay one mana to give it Melee+1 until end of the round.

Stir the Beast: Once per round, when the Beastmaster summons a level 1 animal creature, he may pay 1 mana to have it enter play active instead of inactive. 

Sistarra Wizard 32 life, channel 10,
120 SBP, Trained in Arcane School and Air School, as well as frost spells.

Extend Magic: When you reveal an enchantment with the Dissapate X trait, you may pay mana equal to that spell's level to place 1 additional Dissipate token on it. 

Lightning Charge: during the Upkeep Phase, you may pay 1 mana to give your Mage +1 armor until you cast a lightning spell or until end of round.  Your next lightning attack gains Melee+1 and Range+1.

Weather Influence
Once per round, you may pay 1 mana, when you casts a wind or frost spell,
if you do this, enemy creatures add +2 to the effect roll.

Dsjer-Tet Forcemaster 34 life, 10 Channel,
120 SBP, Trained in Mind School and Dsjer-Tet spells, Non-mind, Non-Dsjer-Tet creature spells cost triple spellpoints

Power Transfer: Once per round, when your Mage or a friendly force creature declares an attack, you may pay 1 mana and remove a Dissipate token from a force creature you control.  If you do the attacking creature gains Melee +2 for that attack. 

Force Barrier: During the upkeep phase, you may pay 1 mana to get Armor+1 for the round.  Until the end of the round, the first time your mage is damaged by a melee attack, you may place a stagger condition on the attacking creature. 

Ivarium Warlord 32 life, 9  Channel,
120 SBP, Trained in War School as well as Soldier spells

Battle Orders: Once per round, as a quick command spell, you may pay 3 mana. If you do, friendly soldier creatures gain Melee +1 until the end of the round. If you control a revealed formation, reduce the cost of this ability by 1. 

Battle Horn: Once per round, when you summon a Level 1 soldier creature, you may summon another soldier creature, by paying additional mana equal to Level+1.

Asyra Priestess 33 life, 10 Channel
120 SBP, Trained in Holy School, Dark spells cost triple
Blessing of Champions: Whenever the Priestess cast or reveals a healing or protection spell, she may place a guard marker on a friendly Holy Creature in her zone, by paying mana equal to its level.

Asyra's Blessing: Once per round, during the Upkeep Phase, you may pay 3 mana to heal a friendly creature for 2 damage anwhere in the Arena. If you do, that creature gains Melee+1 until the end of the round. 

Retribution: Non-mage friendly creatures light attacks gain Melee+1 and Range+1

Joktari Druid 33 life, 9 Channel
120 SBP, trained in nature School, and lvl 1 water, fire and war spells cost triple

Herbalist: Once per round, when you cast a potion, you may pay 1 mana to place 1 additional Charge token on it. 

Vine Mastery: You begin the game with 2 vine markers, place these on your Mage Card,
During the Deployment Phase, you may place a Vine marker (see rules on placement). You also gain 1 Vine marker at the end of the Deployment Phase and place it on your mage.  Whenever you, or an object you control casts a vine spell, you may target a zone containing a friendly vine marker, or target an object in that zone, or a border of that zone. Then, destroy that marker.

Vine Slash

If you have any Vine markers on your Mage, he gains the following vine attack by destroying 1 vine marker on your mage:

Quick, 0-1 range, 2 attack, 7+ snatch
You may destroy a Vine marker on your mage to give it Range+1 and +4 to the effect roll.

Vine Shifting:
Once per round, you may destroy a Vine marker to give a friendly plant creature in the same zone one effect for the round: Melee+1, Armor+1 or heal 1 damage.

Elemental Lords Elementalist 30 life, 10 Channel
130 SBP, trained in air, earth, fire, water school, living objects cost triple.

Elemental Emblems:
When the Elementalist casts a spell he is trained in, he may activate the Glyph that matches the school on that spell.  These Glyphs may be deactivated to grant a benefit to the Elementalist. 

Elemental Charge: Whenever you use a fire, earth, air or water attack spell on a friendly non-living creature of the same school, you may deactivate one glyph of same school, to remove damage instead of adding damage from dice rolled by the attack. This attack ignores resistance and immunity to a particular element; the effect of the attack does not resolve. The spell card is discarded, even if it is bound.

Monk, Ketsuro 38 Life, 8 Channel
112 SPB, Trained in Mind school as well as martial and monk spells. Creature spells in which Monk is not trained cost triple. 
3 die basic melee

Ki ability: You begin the game with 2 Ki. During the Upkeep Phase, you gain 1 Ki. You may use ki to augment specific spells and abilities.

Ki quick strike ability:
When you are melee attacked, you may pay 2 Ki to gain a martial, counter strike trait on your basic melee attack until end of the attack, if your counterstrike deals 3 or more damage, you may pay 1 mana to take one condition from your Mage and place it on the attacking creature. Melee+ effects  are ignored during this counterstrike.

Necromancer, Dsjer-ter 33 life, 10 Channel
120 SBP, Trained in Dark School, and Dsjer-Tet spells. Holy spells cost triple.

Curse of Undeath: Once per round, when a living, enemy creature is destroyed, you may remove up to 2 damage from a mummy creature you control.

Raise Dead: Up to Twice per round, as a necro spell, when a non-Legendary Minor undead creature with no Raise marker is destroyed you may take 1 damage and pay mana equal to the creatures total cost -2. The creature is reanimated with 2 damage and receives a Raise marker.

Shadow bolt: Once per round, as a quick spell, you may pay 2 mana to use the following attack: 0-1 range, 2 die, 7+ weak

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