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Messages - Artemus Maximus

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Spellbook Design and Construction / Re: Pushy Wizard (Air)
« on: February 18, 2014, 10:52:37 AM »
Thanks for the ideas :-) my air wizard is similar w/ air pushes, pit traps, poison clouds, and walls of pikes, devouring jellies teleporting in, andd mana denial classics.

Devouring jellies really helped speed up the end game for me.

The wind spirits for me always seem to push only half the time when i want them too (whatever the actual probability is), but Gale Force Ring really helps a bound Jet Stream Wand.

Its certainly fun to play with this type of book if youre the type who really likes to control and dictate the tempo of the match, but apprently can be aggravating to play against if unprepared...i think ive put my friends on tilt a few times against this book, which probably led to poor decisions on their part. Which was good for me of course, and fine because they knew the rules and are competetive, but i probably wouldnt play this book against someone newish...or my 8 yo daughter just yet  :-)

General Discussion / Re: Name That Teleport
« on: February 06, 2014, 11:10:27 PM »
My thoughts on this were:

MIND - Levitate - move up to 3, gains flying until end of activation
DARK - I like Shadowstep
WAR - Ambush - move soldier creature 1-2 zones, it must make a quick attack if it has one.

I prob prefer nothing analagous for nature keeping with restrictive theme, but a quick wind/water spell that moved all creatures from one zone to another would be neat...Vortex/Surf.

Mages / Re: Is there any love for warlord?
« on: November 25, 2013, 09:48:42 AM »
I for one am ecstatic that the next expansion is Warlock/Warlord (as opposed to what i expected - warlock/wizard).
To me, its further evidence that the design team is listening to players/the metagame. (Woes for warlord/wizard effectiveness, focus on fire to combat DvN possibly)

But for me it raises another question - "forged in flame": will dwarflord be war/fire instead of war/earth and further break the mold? (c.f. Battle Forge)

Strategy and Tactics / Re: Zombie Horde
« on: November 12, 2013, 11:28:36 AM »
I was thinking of doing something similar to this with zombies but with a secondary focus on poison as well. Utilizing my poison immunity, put out an idol of pestilence ASAP to force the opponent to come to me (combatting turtle). Also would include the only non-zombie in the build as a Malacoda to combat swarms and to put the hurt down on anyone in my zone. Drain soul will also be good to put poison on my opponent and hit him every turn with the necro poison ability.

You only force your opponent to put on a regrowth belt and stay away from small creatures with that opening.

And the regrowth belt he can probaly wait until round 3 or 4.

I guess its time to think about how we get poisen condition on the enemy mage with this badboy.

Deatlock/Poisoned Blood. Poison Gas Clouds too.

Player Feedback and Suggestions / Re: Core pack of guts
« on: November 08, 2013, 12:13:23 PM »
I'd especially like a way to get twice as many damage, mana, and ready tokens without buying a second core set. I very rarely need more than 9 dice for attacks and when i do, its not a big deal to re-roll blanks for the remainder. Not a problem either for 2 players to share, imo. But for games with more than 2 players, i def see limitations - but 2nd core set is the way to go there i think anyways.

Slightly off subject, but why keep printing Initiative tokens??? At least print one side black & white/darker so players dont have to pass back & forth, just flip over (if theyre going to keep on showing up in expansions).

Spells / Re: Meditation Amulet
« on: November 07, 2013, 09:10:21 PM »
Appreciate all the insight :) 'm planning on trying it with Wallord (aspiring Warlord  walled fort defense) might make Barracks more palatable. He's often starved for mana and i recall several instances where he had a spare full action sitting behind the walls.

Worst case scenario - it helps my handicap book out a little :-)

Strategy and Tactics / Re: Walls
« on: October 28, 2013, 06:41:06 PM »
Yeah i have to admit, it really seems more like a traditional Dwarvish strategy than Orcish. Especially when you conaider that the best archers are Dwarves, High Elves, soon Spitting Raptor maybe for armor (in an archer's tower! Lol) ...  on the same token, adding in blue gremlins and apes might be good distractions.

Maybe with Dwarf Warlord release it will be more efficient...some more indirect attack options, like catapult w/ corrode maybe, etc. So it doesnt drag on for so long, which i agree, seems to be what im experiencing. Played a game Sunday w/ Stonewall Warlord v Temple Priestess w lots of angels. After about 2.5 hours i finally won via conceding because at the rate of damage and healing id eventually prob win, and that was with Warlord climbing over the wall to Dissolve Regrowth Belt and Sunfire Amulet near the end. Angels broke through only once, teleported one back out via trap, Pit stuck another which Golem and Warlord killed. Definitely needed the second tower and Gravikor and repairing goblins. Ballista wouldnt have done much really i think. A more aggresive build up front wouldve broke through sooner and ruined the whole initial setup i think...my opponent allowed me way too much time to set up defenses.

Back on the subject of  walls, the new nature Bloodspine one is what i wanted wall of pikes to be :-)

Strategy and Tactics / Re: Walls
« on: October 27, 2013, 03:27:18 PM »
Thanks sIKE

So focus on using archers as win condition instead? Hmm... i like w/ hawkeye, sniper shot on helm, release volley! to augment.

Maybe once a wall is breached, replace w/ less expensive wall o' pikes, spike pit, teleport trap, quicksand in the zone to be entered behind the wall...

After wall of pikes goes up, the ballista and/or slingers can come out.

I have only about 20 games or so with Warlord against a small pool of opponents, but it seems the huge drawback with this is luck and lack of flexibility. Maybe this strategy works better with someone other than Warlord?

Strategy and Tactics / Re: Walls
« on: October 27, 2013, 02:16:33 PM »
Ive been trying the central wall strategy w/ Warlord in order to set up an early defense for positioning and to biy time to ramp up.:

1. Walls of stone down the center ASAP. if starting in lower right (L), then build on left-edges of C,G,K:

2. Archer towers in C & K. Probably 1 at first i think is more manageable.

3. Move to C or K to summon Grimson.

4. Either Gravikor in G, Barracks in H, the other tower + Slinger, depending on pressure..


- walls of stone over steel for less cost.
- stone over pikes since they block LoS for opponent for teleports. And Pikes' attack ive found is not a big threat...big guys just walk through (Wish they had piercing!)
- probably need a few goblin builders running behind the walls for spot repairs on zones being attacked
- Only climbers can get through, so vulnerable strategy against solo mage w/ Eagleclaw Boots and the apes.
- probably other weaknesses i havent encountered
- The Ballista & Thrower arent too useful as they arent Indirect attacks :'(
- Gravikor would remove flying for those in zones B,E,F,J, even though behind the walls of stone, right?
- this is all to buy time to equip warlord and summon orcs and/or big guys for late onslaught. Although im afraid i havent figured out how to make it efficient enough where im not spending all my efforts fortifying...would be nice if archer's towers could be used by more than one archer per turn :-P

General Discussion / Re: Mage Wars Card Sleeves
« on: October 22, 2013, 08:36:10 AM »
Using ultra pro deck protectors in black w/ the rough backs (both new, tighter-fit ones and their older ones) and they both fit just fine. No sticking at all.
But i want to get Dragon Shield sleeves in diff. Colors, as they don't have the annoying hologram that covers up text at times...can someone confirm the fit of those in the spellbooks pls?

also, ive found that it's better for me to 'bottom-load' the cards in the sleeves so that the open edge is on the bottom, which makes it easier to pull them out of the books when playing.

...an ex-communicated, solo priest/shaman?

AKIRO THE WIZARD! (resurrection!)

Mages / Re: Paladin x Siren x Shaman x WHO?
« on: October 21, 2013, 11:29:11 AM »
I'm honestly hoping the illusionist I've heard so much about.

Im guessing Arcane school? Could be fun to play as, with solid 'decoy' mechanics on his creatures or himself (2-3 copies of mage or creature card, only 1 has the normal MW back and is the true creature when targeted or something)...though probably less fun to play against! Fake walls, lots of traps, copies opponent's equipment (illusory blade!) Or makes it seemingly dissapear...

Spells / Re: Spells you would like to see
« on: September 26, 2013, 10:34:04 AM »
Sorry if it's been posted already, but it's at least a bubble idea:

angel w/ aegis 2. Maybe instead of flying (maimed wings)
 unavoidable or sweep giant hammer full attack
Weak but disorientating earth attack (hammer pound?)

Penguinus, earth angel.

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