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Messages - Lukard

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General Discussion / Re: My Impressions After a Month
« on: June 23, 2014, 10:55:54 AM »
Welcome to the Arena!

I have a few comments when it comes to Spawnpoints, Mana Generation (mana flower, mana cristal, etc.), and Equipments.

There is a big discussion about Spawnpoints and Mana Generation cards. It depends on playing style and strategy, many spellbooks do not use these cards at all, other spellbooks really require those. In other words, do not think these are absolutely necessary in every single build. Also, keep in mind that there are some good cards against conjurations (e.g.: Force Hammer).

You do not have to load your mage with gear, but armor 2 (at least) is very useful!

General Discussion / Re: Mages intro song
« on: June 23, 2014, 10:42:36 AM »

Beastmaster (jahktari)   
Guns N' Roses - Welcome to the jungle    https://www.youtube.com/watch?v=kr8-E8may2Y

Within Temptation - Mother Earth    https://www.youtube.com/watch?v=reGlno9aUpw

Black Sabbath - The Wizard

These are such awesome suggestions!

Alternative Play / Re: MW Chess
« on: June 20, 2014, 11:43:50 AM »
I found this to be a idea very cool. However, I'm just concerned about balancing issues. It would require several hours of play testing to refine this idea.

General Questions / Re: Reveal Enchantments - Chains of Agony
« on: June 19, 2014, 02:10:41 PM »
I had experienced similar issue before and adopted similar approach for this problem.

Before rolling attack dice I also ask if my opponent wants to do anything.

In my opinion, revealing enchantment rules are very clear. However, timing issues might come up, specially in a tight match where players are focused on their action outcomes.

For instance, the rule book states that you can reveal an enchantment: "Immediately after a creature completes its move action, but before it takes a quick action". But we normally say "my creature moves and attacks" and ideally it should be "My creature moves. Do you want to do something?... Next, my creature attacks".

I am doing the best I can to give a chance to my opponent to reveal his/her enchantments. I got better at this with more playing experience.

EDIT: Fixed typos

Strategy and Tactics / Re: How do YOU stop the early rush?
« on: June 18, 2014, 10:46:20 PM »
Here a few things for you to think about:

1) Summon a "hard to kill" creature, guard, and support that creature

2) Teleport Trap (super useful)

3) Enfeeble
4) Teleport
5) Armor plus Veteran's Belt
6) Stranglevine
7) Tanglevine
8) Divine Intervention
9) Vinewhip Staff
10) Force Push
11) Jet Stream
12) Stonegaze Basilisk

Rules Discussion / Re: defence question
« on: June 15, 2014, 01:26:28 AM »
I know a block vs a double strike only stops the first strike, does a defence work the same way?

Example if a force master double strikes a guardian angel and the guardian angel makes her defence roll does it stop the entire attack or just the first strike?

From the rule book (page 24): "if you are successful, the attack is completely avoided (it “misses” the target). No dice are rolled. The attack still takes place and costs the attacker its action, but it has no effect and no attack dice are rolled (skip to Step 5: Additional Strikes)."

Therefore, it stops only the first strike.

Spellbook Design and Construction / Re: Online spell book builder?
« on: June 14, 2014, 10:16:40 AM »
Is the online spell book builder ready yet?


This is the URL for the on-line spellbook builder.


Website Support and Feedback / Re: Invisible text in online rulebook
« on: June 07, 2014, 03:46:35 PM »
Do you mean the PDF rulebook?

Good call, for some reason I understood "on-line spellbook"...

Website Support and Feedback / Re: Invisible text in online rulebook
« on: June 05, 2014, 01:31:06 PM »
What words exactly? Here is what I see on my desktop running Windows 7 and Google Chrome.

If one day you are in Toronto by any chance just drop me a line. I hope you can find player around.

By the way, it looks like these guys enjoy board games. Maybe you can suggest a MW session: http://www.meetup.com/Board-games-in-Guelph/


Awesome news and good job!

By the way, I have a non-priority glitch to report. Last week I've played 3 games and every game I played the first initiative roll was 1x1, resulting in a tie and we need to re-roll initiative, everything goes fine after re-rolling initiative. I will try this new version and post here the result.

Spellbook Design and Construction / Re: Current Tier-1 Spellbooks?
« on: May 27, 2014, 10:38:43 AM »
Hi Ahzrab,

I am not really sure if you going to find what you are looking for. You can find many spellbooks on this forum, but I do not see a list of "top" or "tier 1" spellbooks.

In MW playing style, strategy differ from player to player. That being said, two player with the same spellbook may play very differently. Therefore, what might work well for one player might not work to a differently player.

On the other hand, building your own spellbooks is part of the fun.


World and Lore / Re: Summoning Creatures?
« on: May 27, 2014, 10:24:23 AM »
Hi Zizzac,

When it comes to summoning I think that coming from a portal is fair enough. I particularly imagine a small tornado of dust, smoke, and lightning forming as the mage cast some mystic words. When the dust sets down, the creature rises and stand on his/her feet.

Commanding creatures are different in my mind. I picture the creatures not being "commanded", they act on their own, they also have their own personality, and fighting style. But they are so tightly connected with their master that they can almost read the mage's mind and act according with the "master's plan".


Rules Discussion / Re: Armor Ward
« on: April 29, 2014, 10:23:53 AM »
Hi Zuberi,

I totally agree with you and sIKE, these issues occurs with a few players, normally those very competitive or stickler.

Force Hold and Divine Intervention do operate the same way as Armor Ward. If you reveal Force Hold during a spell cast, such as Force Push, you can see which creature they are pushing and where to before deciding to make it Unmovable with your enchantment. Thus negating their spell. If you reveal Divine Intervention during a spell cast, you can cancel whatever it is they are casting after having seen their plans for it.
You have exemplified very well how Force Hold and Divine Intervention operate the same way. In this example, a Mage can use these enchantments to counter act the outcome of a given spell (Force Push), mainly during the Counter Spell Step.

You could also reveal any of these after they activate a creature, but in that case you do not get to see what their plans are for that creature. If you wait till after they declare a move, the reveal will not have an effect until they have finished moving.
As you correctly pointed out, it is a timing issue. Move does not have a "Counter Move Step", that's the key difference. I cannot see the outcome of his action.

Moreover, I just read again the Counter Spell Step from the rule book and it does not mention how your example would possibly work. We know that it is legit and correct because we read the FAQ and the forum. Otherwise, a player would not be able to know it. Therefore, if I am playing with a beginner, I need to show the FAQ so he can trust what I am saying. Looks like I am playing a lawyer's game :)

I only wish the rules could be somehow more streamlined.

Thanks for the clear examples and support.

Rules Discussion / Re: Armor Ward
« on: April 28, 2014, 07:48:11 PM »
Hi Zuberi,

I understood exactly what you mean.

Yeah, it's a timing thing....

Meanwhile, with Force Hold, there's no chance to reveal the enchantment after he has declared his move until the move is completed. At which point, it is too late to prevent. Now, you could reveal it after he activates the creature and before he declares a move. That would work.

If he is like most players, he probably declares his intention while he is flipping the action marker, or possibly even before. If so, you should feel justified in interrupting him and saying that you are revealing during the time between activation and movement. The rules require him to activate first, to declare which creature will be acting before actually acting with it. You are supposed to be able to respond to this and if he is trying to deny you that right, you should remind him that you have it.

However, there is a big issue here. Once, I was playing with someone and he moved his mage announcing a move/attack. So, I interrupted him and did exactly what you said. But, he replayed saying that "I already said that I would like to move and attack, you are interrupting my action... and even worse, you already know that I want to move/attack and you are revealing Force Hold only because of this...". As you can see, it generated a big argumentation.

Last night it was a discussion about Armor Ward. Last week, something else. Even something similar to this (http://forum.arcanewonders.com/index.php?topic=13987.0) happened to me.

In other words, MW is a fantastic game. But, among my group it is the game that generates more discussions around the rules. We play many other games (Game of Thrones, Magic the Gathering, Netrunner...) and MW is by far the one we waist hours discussing about rules. This is annoying and a huge drawback when compared to the other games.

In my humble opinion, MW could be more consistent. For instance, if with Armor Ward a player can see a possible outcome prior to revealing a enchantment; then Force Hold, Divine Intervention (and all the other enchantments) should behave the same.

I hope you get what I mean and really which to see less rules issues when playing MW.


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