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Messages - Lukard

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16
Spells / Re: Fumble and multiple strikes
« on: November 16, 2014, 01:26:02 PM »
Multiple attacks such as with battle fury are quite different that multiple strikes such as triple strike with the Dark Feene hydra.

My opinion would be the entire attack would fail because even though it's multiple strikes, it's still the same attack.

But if you have a second attack such as with Battle Fury, that second attack would then happen.

Hi V10lentray,

I agree with what you said about Battle Fury.

However, I still on the fence about multiple attacks.

17
Spells / Re: Fumble and multiple strikes
« on: November 15, 2014, 02:59:13 PM »
That's an interesting question.... I am not sure but here is how interpret it:

The card reads "... you may reveal Fumble immediately after the Declare Attack Step. The attack misses and does not affect the target object..."

When you attack, you must follow these steps in order:
1.    Declare Attack
2.    Avoid Attack
3.    Roll Dice
4.    Damage and Effects
5.    Additional Strikes
6.    Damage Barrier
7.    Counterstrike
8.    Attack Ends

In my opinion, it would work similarly to a defense; therefore skipping to Step 5: Additional Strikes.

It makes sense to me, but I am not 100% sure still because they could simply say "The attack is avoided" instead of "misses and does not affect the target object" .

Cheers,
Lukard

18
Rules Discussion / Re: Nullify on a bound spell
« on: October 28, 2014, 01:28:32 PM »
Take a look at the rule book pg21 under spellbinding for more information:

"(...)
If you use a bound incantation or attack spell, it is not discarded after casting. The Spellbind object retains the bound spell so you can use it over and over again in future game rounds. Also, if the spell is countered or canceled it is not discarded and remains bound.
(...)"

Answering your question: The spell is cancelled but it continues bound to your wand and you can use it again next round.

19
General Questions / Re: 2vs2: passing turn
« on: October 28, 2014, 08:03:45 AM »
Zuberi is correct, AW intends to release comprehensive multiplayer rules with the next expansion.

I foresee issues with all these options. In my humble opinion, I would go with B2 because it seems to be the less problematic. Specially with 2 partners following different strategies (e.g.: one mage goes solo and the other goes swarm).

Cheers,

20
Strategy and Tactics / Re: Armor swapping is outdated!
« on: October 26, 2014, 05:31:48 PM »
Good idea :)

21
General Questions / Re: Quickcast before a creature's action phase
« on: October 26, 2014, 10:29:48 AM »
Rule book (pg8):
You can use your quickcast action at three times during the Action Stage:
• During the First Quickcast Phase
• Immediately before or after any creature you control takes its Action Phase
• During the Final Quickcast Phase


When it is your turn to take an Action Phase, you must activate one of your active creatures. However, if your opponent has more active creatures in the arena than you have, you may choose to pass when it is your turn to take an Action Phase.

Rule book (pg9):
When you choose a creature to take an Action Phase, you activate it. You must flip over the creature’s action marker to the inactive side, and you must discard any guard marker (if it has one). Then your creature may take its actions for the round (see “What Can A Creature Do” on page 11).

Note: As soon as you activate a creature and flip its action marker, your opponent can reveal any hidden enchantments
(see “Revealing Enchantments” on page 18). You must give your opponent a chance to reveal his enchantments before
you decide which action you want to take with your creature.


Remember that before you activate a creature (including your Mage), or immediately after you have completed its Action Phase, you can use your quickcast action (if your quickcast marker is active).

----------------------------
In my understanding  we can break it down as follows:
#1. Choose to take actions or pass
#2. Opportunity to use your Quickcast Action
#3. Activate a creature (flip the action marker)
#4. Ask opponents if they want to reveal enchantments (you can also reveal your own enchantments)
#5. Carry on your action phase

Therefore, you can choose the creature after resolving your quickcast, but you cannot pass if you used your quickcast.

22
General Discussion / Re: Licensing deal with Dynamite Entertainment
« on: October 20, 2014, 11:45:39 AM »
Sounds very promising. I am not a huge fan of fantasy books, however I would definitely give it a try.

23
General Discussion / Re: Mage Wars on OCTGN
« on: October 20, 2014, 11:42:24 AM »
Which do you guys like better for creating decks? Does the forum deckbuilder files work with OCTGN? If so, how? Or do you use the builder in OCTGN?

I prefer creating spellbooks straight on OCTGN. However, the latest version allows you to import online spellbooks (the forum spellbook builder) using .txt format.

You will need to install Mage Wars plugin as described here: http://octgn.gamersjudgement.com/wordpress/magewars/install-2/sbb/

Next you need to follow these steps:

#1. Create your spellbook at: http://forum.arcanewonders.com/sbb/index.php
#2. Open the menu "Export >> Text" and save it in your computer
#3. Start OCTGN and click on the menu "Deck Editor"
#4. Open the menu "Plugins >> OCTGN Deck Converter"
#5. Click on the button "File on my computer"
#6. Browse the file saved on #2 and hit next
#7. Review your spellbook and click on "Load deck in OCTGN"

Cheers,
Lukard

24
General Discussion / Re: Mage Wars on OCTGN
« on: October 15, 2014, 08:51:32 AM »
... a short but comprehensive video tutorial...

Hey Zorro, can you please tell me the URL for this video tutorial? Thanks.

25
Player Feedback and Suggestions / Re: Grand melee boss fight!
« on: October 14, 2014, 09:07:49 PM »
I didn't have a chance to play any Magic The Gathering Grand Melee format but I read the rules and I found it very cool. Indeed, I have played similar format with my friends and it worked alright.

In my opinion, the biggest challenge is the arena. After having some defeated mages the arena becomes too big for the number of playing mages. This might create a problem where mages start to run away from each other.

Overall, it could work, specially with 3-6 players. However, it is hard to say if it is fun without giving it a try.

26
League / Tournament Play / Re: Casual games-San Diego CA
« on: October 11, 2014, 10:29:54 AM »
Hi there,

I also have difficulty to find players in my area; so, I normally play on OCTGN. My username is "lukard" and I am online most mondays and tuesdays 7PM EST.

More info here:
http://forum.arcanewonders.com/index.php?topic=12862.0

27
General Discussion / Mage Wars on OCTGN - Installation
« on: October 07, 2014, 10:08:33 PM »
Hey everybody,

Is there any video tutorial demonstrating how to install OCTGN and configure Mage Wars?

If not; then, I volunteer myself to make one. What do you guys think?

28
General Discussion / Re: Arcane Wonders hires new Creative Director
« on: October 03, 2014, 10:16:32 PM »
Welcome to the family David!

One of the things I like the most about Mage Wars is the people playing, supporting, and creating it. That's a wonderful community.

Cheers,
Lukard

29
Alternative Play / Re: Any suggestions for three player games?
« on: September 22, 2014, 02:23:41 PM »
I'm not sure how it would work wherever you can try something out: make two teams and have player 1 & player 2 against player 3.

Player 3 would have all status doubled; so, double life, double channeling, double initial mana.  Additionally, this player also has an extra action marker and an extra quick cast marker. Finally, if you have time, this player can also make a spellbook with 240 points.

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