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Topics - Phoenix

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1
Strategy and Tactics / Domination Games and Strategies
« on: June 11, 2015, 01:49:02 PM »
I just finished two games of Mage Wars Arena Domination with my son.  We played the Court of The Antarians scenario.  The first game was his Johkari Beastmaster vs my Druid.  The second was the remarkable game.  My son played an AC Warlock, one of my older Arena books. Vs my AT Warlord.  His opening was an enchanter's ward and Sectarus, mine was Construction Yard with a Barracks. 
     I initially like the board configuration allowing me to stagger the outposts nicely.  The second turn he quick cast Demon hide armor, moved into a zone with a Sslak and an orb and attacked.  Sectarus cast a face down curse. The Sslak performed his counter attack, doing minor damage.  My son flipped the face down enchantment rise again and the Sslak died to the damage shield.  He then curse weaved the spell back to his book.  This was great, the battle was difficult for me but eventually beat down his warlock. Zombie Sslaks are not easy to kill.

2
Events / Battle Report from Origins Domination.
« on: June 07, 2015, 09:30:33 PM »
    Waiting for the arena gate to open, This new arena and the power of the Vítar soon to be with in the control of Sortilege.  Our library had discovered new creatures spells to assist me in this conquest.  Creatures called Sslak orb guardians, the VíTorrak Gate, and of course Galaxxus, a conjuration which mimicked the the VíTar Orbs. 
The drawing of lots indicated I would have to face a Johkari beast master.
     It is almost insulting to have a fire mage of my caliber duel one of those beast slinging, tree hugging, stump-humpers.  My contempt had no bounds.
     The practice rituals of the academy had several well thought out battle plans.  She is fast, nimble, and prefers ranged weapons.  Though the Johkari do employ some very powerful beasts like the Steelclaw and Cervere, I had planned for those. Finally the gate opens and the new arena greats me.
     It was like nothing I had seen before, no rectangular pit, this arena was alive and already populated.  I counted four Vítar Orbs each with a Sslak guarding it.  Near my opponentís entrance the ground was broken and burning with bubbling lava.  To my left was a pool of acid, splashing in all directions. This was going to be easy, I will start by casting an harmonized gate near the Sslak.  It will guard my conjuration as well as the orb.
     I delayed casting the gate so that I could get in range of the guarded orb. The Johkari did not seem in a hurry to push out a quick spell. Finishing summoning and harmonizing the gate. I glance at my opponent, did I just see her hurl a rock at a SslakÖ hehe it will take more potentl spells than that to down one of those beasts. Then her mana takes the form of a powerful black panther, Cervere. 
     A gremlin will not tip the balance, but dare I channel all my mana and summon a Gorgon Archer? Yes! I can recover the mana and the Sísak will guard everything in the zone as long as itís precious orb is there.
     A flash of black and the Forrest Shadow devours the Sísak nearest my opponent. The beast master runs and activates the first Vítar orb.  I see the mana flow from the orb to her. She then summons Galaxxus behind her, Two sources of VítarÖ. I was not prepared for this.
    Focusing on the gate to bring forth a blue gremlin from Voltari, commanding the gorgon to fire on the Johkari, and preparing a seeking dispel and a curse for her. I quick cast chains of agony, and move into position for an arcane zap if I donít need to dispel her enchantment.
     A wall of thorns appears behind me. I swear as I feel the force push hit me. An apprentice mistake. Luckily there is minimal damage as the thorns rip through my newest set of robes. Out of range, no line of sight. I spot a secret passage and scrabble to the other side of the arena, comfortable within the protection of another Sísak. The Johkari gains still more mana and Vítar from the orbs.
     Using the Volari gate, I summon another gremlin, command the gorgon to continue firing at the beast master. Channeling mana into my first gremlin, he teleports and neutralizes the orb. I move toward the contested orb, cast a hawk eye enchantment and zap the beast master.  She regains control of the orb and sets Cereve to guard it. Mana and Vítar continue to flow into my opponent. This is getting out of control. I must get rid of Cervere.
     A third gremlin appears, I am able to banish Cervere and the beast master summons a raptor, and fires a rock at one of the gremlins.  They are able to neutralize her orb and the Vítar, though still flowing from Galaxxus, wanes.
     The beast master conjures a wand with a wind storm, pushing both gremlins toward the lava. They return and gain control of the orb, I realize now that the Johkari will soon have enough Vítar to vanquish me.
     To succeed she must live! I have to kill her now. All creatures under my control concentrate on attacking the beast master.  I can see the poison of the archers arrows sapping her strength. The gremlins dart in and out of range.  One falls to the jaws of the raptor, but not before injuring her further.  I am frantic, hurl rock, arcane zap, almost out of mana. She falls.  It is over.

3
General Discussion / Opening against the double attack spells?
« on: May 05, 2015, 07:53:15 AM »
     I recently watched an arcane duel youtube, in which the johkari BM opened with a rush with double hurl boulder.  After pondering how I would react to this opening with my druid, I came to the sad conclusion that there is no way to protect my tree from this aggressive move. Also came to the realization that this was not limited to just the Johkari, though other mages would first have to cast a fd  cheetah speed to get into range.  Any mage could open this way, some examples would be the force master double force hammer or warlock double fireball.
     I could wall in the tree to block line of sight but that would either leave me on the wrong side of the wall and the target, or walled in with my tree, giving free reign of the arena to my opponent.
     I could cast a fd reverse attack or block on myself, but that leaves my tree exposed.  In conclusion I believe that if the opposing mage is determined to destroy my tree, I have no choice.  But, he would have spent about 16 mana and two whole turns to destroy my one action and 7 or 8 mana conjuration.  I think the druid still comes out ok.
     How would you handle an opponent that moves one and casts two FD enchantments, or runs two and casts a ring or fd enchantment on turn two?  Assuming that on turn one you cast the druids leaf ring and bonded to your tree of choice? 

4
General Discussion / Origins Game Fair
« on: May 01, 2015, 08:13:42 AM »
     This year I have left a significant portion of events open, I am planning on spending the majority of my time playing Mage Wars and Mage Wars Domination, either in the Arcane Wonders area or the boardroom.  Who else is planning on attending?

5
Spellbook Design and Construction / Legends of the Forest
« on: April 30, 2015, 06:59:59 PM »
in General discussion there was a conversation about using Togorah in the druid opening.  This is what I came up with, please comment.
 
Legendary ForestDruid
Attack2 x  Surging Wave1 x  Force Hammer4 x  Acid Ball1 x  GeyserConjuration2 x  Tanglevine1 x  Stranglevine1 x  Mohktari, Great Tree of Life1 x  Vine Tree1 x  Etherian Lifetree2 x  Bloodspine Wall1 x  Idol of Pestilence1 x  Enchanter's Wardstone1 x  Wall of Thorns1 x  Corrosive OrchidCreature1 x  Togorah, Forest Sentinel1 x  Cervere, The Forest Shadow1 x  Galador, Protector of Straywood1 x  Kralathor, The Devourer2 x  Thornlasher2 x  Vine Snapper2 x  Raptor VineEnchantment1 x  Barkskin1 x  Lion Savagery1 x  Eagle Wings1 x  Falcon Precision2 x  Brace Yourself2 x  Bear Strength1 x  Decoy1 x  Cheetah Speed2 x  Rust3 x  Rhino Hide1 x  Poisoned Blood1 x  Arcane Corruption1 x  Nullify1 x  RegrowthEquipment1 x  Enchanter's Ring1 x  Druid's Leaf Ring1 x  Wand of Healing1 x  Vinewhip Staff1 x  Bearskin1 x  Eagleclaw BootsIncantation1 x  Teleport3 x  Dissolve2 x  Dispel1 x  Renewing Rain2 x  Burst of Thorns2 x  Shift Enchantment3 x  Rouse the Beast
Total cost: 120 pts

6
General Discussion / Togorah
« on: April 30, 2015, 08:35:46 AM »
Good morning,
     I have an idea for a druid opening that I would like some feedback on.  Last year at the Origin's Mage Wars tournament I learned to use a druid.  I am reviewing my book and would like to replace the guardian angel with the more thematic Togorah. 
     Togorah with a 21 mana cost can be cast as early as turn two. This is accomplished very much like the warlock casting the lord of fire. Turn one run to NC and quick cast Mohktari and treebond it.  This leaves the druid with 11 mana.  Turn two cast Togorah in the NC square, this uses all of the mana of the druid.  At the end of turn two, I have a solid defender for my tree, some mana regen, life bond, life regen, and of course board position.  However I have no quickcast for the second turn. The general idea is cast the two rings on turn three and use vines, surging waves, enchantments and thornlashers to control movement around the 'grove'.
     What do you think, is this a viable openning?

7
General Discussion / Release date?
« on: October 05, 2013, 03:12:00 PM »
Is there any idea when in October the NvsD will be released?

8
General Discussion / A question about "Turn to Stone"
« on: April 18, 2013, 09:01:42 AM »
The spell Turn to Stone has the following  statement "You cannot reveal Turn to Stone during an action, such as an attack or spell." How is this different than five listed on page 19 of the rule book, summarized below?
1) at the end of any phase,
2) Immediately after a creature is activated,
3) immediately after a creature completes its move action, but before the quick action,
4) at the end of any of the eight steps of an attack or 3 steps of casting a spell
5) immediately after casting?

I believe it means once they announce the creature is making an attack or casting a spell it is too late to activate it, but it could be activated immediately after a creature is activated is this right?

9
General Questions / Shift Enchantment question
« on: April 17, 2013, 08:52:55 AM »
I have a question about the shift enchantment spell and enchantments with Magebind.  The shift enchantment spell states that the casting cost x is the level of enchantment if it is revealed. I cast an enchantment like Circle of Fire on a non-mage creature it would cost 2 mana to cast and 4 to reveal. The cost of moving this spell to another non-mage creature would be 2, it is a level 2 spell.  What would the cost be to move it to a mage?
     My thoughts are conflicted. Looking at the rules for magebind the +2 is paid when the spell is revealed. Since the reveal cost has been paid therefore the shifting cost should be 2.  The total cost for casting and revealing it on the mage would be the same as casting it on a non-mage and moving it.  This does not seem quite right.

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