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Messages - farkas1

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General Discussion / Re: MW arena update 2020
« on: January 21, 2020, 04:33:48 PM »
Iím all for backwards compatible.  I think it is possible but if some big things change such as cost for cards goes up or down or big sweeping changes it maybe rather difficult.   

  I understand outrage if the next version is not but if MW 2.0 is good and not compatible with 1.0  I may feel slightly disappointed but I would totally invest in the game if it is a great game.   

Things to consider for pro backwards compatible

1).   Newer cards such as dispel, dissolve if reprinted with different stats swap out old and new cards. Simple fix
2). Maybe fixing cards that are either too cost efficient (zombie brute) or underwhelming costed cards (earthquake).  Easy fix new cards replace the old
3).  Designers could go with a totally new mage designs or alternate mages with different abilities and allowing the old mages to be used as well
4). Also one thing that could be discussed is only allowing MW 2.0 cards in game store or convention tournaments.
        A) keep a new MW 2.0 community fresh and not feel oppressed by too much content. 
        B). If things are slightly not the same balance just removing MW 1.0 from competition. 
(Of course players or organizers could decide to do a rule variant allowing MW1 and 2 to happen for players who want the nostalgia of the older game).

Opposing the backwards compatibility

1). May spawn more creative outlets with freedom to not make MW exact clone ( could be good, could be bad)
2).  Also frees up the newer community to latch onto a brand new version without the pressure of being the completionist/highly competitive Or new plAyer who may feel overwhelmed by all the cards  and options from an older version
3). Adding polish new card backs, new art, tweak the rules to make the game slightly faster less complex in certain ways but keeping the complexity, competitive, version we know and love. 
4). Allow the creator to correct some mistakes withOut the chains of the original (even tho its a wonderful game)

I think we need to be a community open to changes.  MW 2.0 will most likely have changes and hopefully those changes do not upset the current community too bad.  I think there is room for improvement and with full support from AW with regular release cycles and keeping interest in the game growing and expanding it will be a great for expanding the community and allow new players to jump on board. 

Strategy and Tactics / Re: Niche Animal tactics
« on: December 18, 2019, 11:28:39 AM »
Great thread DaveW.  I have enjoyed this thread a lot and have been contemplating ideas for this for a while.  I really want to try out your altar idea.  I have a book in the works that uses a similar method. 

The Beastmaster and nature school in general has the best creatures imo.  They are so diverse and buff-able with all the in school spells, abilities, and in-school or animal synergy healing potential is really dangerous to the opponent.  I also appreciate all the out of school animals that offer even more variability to the beastmaster.
Thanks for this again Dave, this offers some good insight to the nature school!

Animal Tactics-----FarkaS Take


This little ferret can trigger a lot of hate.  He is best used on a mage, a familiar, or a big threat.  Stopping a full action from a mage is this creatures most valuable asset.  Using him once to stop a mage from full casting a creature at Gencon was an epic feat at Gencon 2 years ago.  Sadly, he died to a drain soul a turn later. Better him than a drain soul to my mage. 

Silver Claw Ratel with use of Lair and discount ring/faerie

Now not great for combo of altar or packleaders cowl.  A pet ratel that has damage is very dangerous.  Throw on a wolf fury and now we potentially have a 5-6 normal attack with another 3 die attack because of double strike. 
11 life, 2 armor, 2 piercing.   15 mana total.  Set up with a lair tho , and or a ring/wychwood faerie to use one less fullcast and 2 mana coming from lair and one less mana from ring/faerie. Making it only 12 mana to set up.

Lair offers many of these creatures an outlet to come out cheaper and be more effective and making especially the silver Claw Ratel shine!

Thornlashers with creature charge combo

Now the great thing about thornlashers are they are in school.  Combo them with setting up your charge creatures attacks and or repositioning the enemy creature to get off another charge attack is excellent.
Mountain Ram, feral bobcats, lion savagery creatures, and or rajanís fury

Unicorns rule

Dorseus maybe a new favorite of mine in my beastmaster.  Seeing this combo play out in ADMW Season 2 was very fun to see.  He is an animal and can heal other creatures keeping things you want alive longer.  Highland unicorn is also a great asset and can heal a whole group of little critters for a long time.  Even countering the pesky idol of pestilence or even an enemies consecrated ground and stench of death.  Now I am not sold on the lowland unicorns because of their spellbook lvl seems a little high to me, but is an option.  You could look at is a lvl one creature and life tree combined with one less quick or full cast but it still would be 4 Sbp so you lose 2 sbp for something else.  Lair also casting them is also just an amazing

Darkfenne Owl 
I like using poison blood a lot and this gives an option for the straywood to quick cast it and prevent any healing in the zone.  same sbp and a creature on the board that can damage things.  this even blocks dorseus from using his special healing ability.  Now this owl only has a one die attack. But it always happens for me or against me.  One die faerie throwing 2 damage crits out.  Try it now with the pesky owl, So much fun. 

Last but not least Snakes/reptiles!!!!

Darkfenne Asp, Swamp Serpant, and Or Tegu

Now like mentioned by DaveW not great against the undead, non living and necromancer.  However, they will require much effort from your opponent to figure out if it is a real threat.  Most likely they will see and receive the hate they maybe deserve.  Darkfenne Asp are great for attacking and removing guard markers having a 58% chance to dodge all regular attacks.  Rots can be also a great counter to those low life creatures you fight against other non-nature books.  Not bad options either imo. 

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

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