January 18, 2018, 06:14:42 AM

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Strategy and Tactics / How can the Paladin beat the Forcemaster?
« Last post by Reddicediaries on January 17, 2018, 10:31:59 PM »
I consider myself an experienced and good paladin player. The forcemaster matchup, however, has proved to be just horrible.
I chalk this up a lack of experience, but I have been absolutely destroyed in every single paladin vs forcemaster matchup.
It seems no matter what I do, I just get wrecked.
For example, my last game got ruined because my opponent had a sleep spore. I did not have the actions to cast and use wand of healing while dealing with his stalker, vampiress, and mage.
I am just completely baffled by how to win this matchup.
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Rules Discussion / Re: Goblin Legionnaire casting cost
« Last post by Puddnhead on January 17, 2018, 10:27:34 PM »
You're still summoning them.  The rings apply when you summon a soldier.
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General Discussion / Re: How big can we realistically grow the playerbase?
« Last post by Puddnhead on January 17, 2018, 10:26:38 PM »
MTG does not have 20 different ways to gain 1 damage on an attack.  All of its keywords are concisely explained and everything boils down to + or - on the damage/life.  Each card is completely self sufficient in how it interacts with all other cards.  The most complicated rules difference is Exile vs Destroy.  That's it...and that's not even very hard.

Contrast that with mage wars.  Just "healing" alone you have:

Regenerate
Remove Damage
Heal
Reconstruct
Lifebond
Finite Life
Life Gain

All of these have intertwined interaction.  You cannot seriously look me in the eye and say that MTG is as convoluted as this.  The body of rules that governs Mage Wars is far less elegant.  It was supposed to overcome all of its debilitating hairsplitting rules by making all of them intuitive.  I'm sad to say "intuitive" is not the word I would use for Mage Wars anymore.
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General Discussion / Re: How big can we realistically grow the playerbase?
« Last post by Beldin on January 17, 2018, 09:51:20 PM »
Oh no I got the point, I simply ignored it as it is not a real problem in my eyes. Mainly because of how successful Magic the Gathering (MTG), Hearthstone, Shadowverse, and others are. All with shifting game states, metas, and card pools.

Why is this not a problem?

Lets look at MTG. It has been around for 25 years and has 19,989 cards (as of 1/14/2018), lets call it 20k cards, and is roughly split evenly across the five colours. The new players each year stretch into atleast 10k, if not 100k. Some years get 1 million. One of the most played formats in MTG is Commander or EDH (if you are an older player like me). Popular enough to get its own dedicated set every year since 2009, two sets last year. This makes use of all 20k cards for the card pool and allows a single copy of each in a 100 card deck, with a banned list for the most broken cards. New players buy constructed decks to start with and as long as they are taught correctly in the first place there is no need to memorise all 20k cards, or the near infinite card interactions between them, because they have a good time. Also most of the older cards never see play due to rarity and scarcity. If anything it is the difference in meta pockets for different regions that make it what it is.

If anything you are assuming the knowledge that a new player has. If we ensure that they have the correct knowledge to start with, easy to access and understand card ruling FAQs, and answer questions they go about different things then they will be fine. New players are not as fragile as you think. From here they enter the game on more or less the same level as everyone did. From here it is what I said about before and Obsidian echoed. My own example is I had never played against a Druid at one point. My first game against a Druid was tough and I lost. Did I quit? No. I did however then go away and learn everything I could about a Druid, so that I didn't lose in the same ways against it. I am not alone in this sort of thing.


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Rules Discussion / Re: Goblin Legionnaire casting cost
« Last post by Arkdeniz on January 17, 2018, 09:49:21 PM »
I did not think you could use the discount from the Ring or Cape on the second or third Legionnaire.

The Legionnaire card seems pretty unequivocal that you may pay 4 mana to summon an additional copy of the spell, not that you are casting that second copy (noting that  ‘casting’ is central to the Signet Ring’s or Commander’s Cape’s power).

It is like extending a wall, from my reading. You cast one section, but can then place a further section as part of the same action. You do not cast that second section.


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Player Feedback and Suggestions / Re: How to make Mage Wars faster
« Last post by Arkdeniz on January 17, 2018, 08:57:39 PM »
@FevilsVendetta

That list was not meant to be definitive, or indeed necessarily practical. Just a brain dump of thoughts that struck me at the time.

I guess the thinking about enchantments was basically that they add a level of complication, thinking and ‘surprise!’ moments that can serve to extend the game. But it probably isnot practical.

As far as the OP goes, you might as well play Academy as start Arena in adjacent zones.
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General Discussion / Re: How big can we realistically grow the playerbase?
« Last post by Obsidian Soul on January 17, 2018, 08:54:30 PM »
It was that way when I lived with steelclawgrizzly, we kept getting better because we were playing each other a few times every week.  When we introduced new people to the game, they kept getting better because they played against us and each other until they could beat us.  It was always a moving experience when they got their first victory against either of our major books because they had finally reached our level.  We had a good six people, other than us, who could beat us at least 1 out of every 3 times, which forced us to get even better because we did not like losing.
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Player Feedback and Suggestions / Re: How to make Mage Wars faster
« Last post by Sailor Vulcan on January 17, 2018, 08:52:23 PM »
Actually, even a ten channeling mage can't cast 2 boulder per round for two rounds. That costs 32 mana, and they have only channeled 30 by round 3.

What if people start in zones A2 and C3, or B1 and B4? Three zones away instead of one? Most spells dont have a max range higher than 2. This at least gives time to set up a bit. It would involve a lot of prediction though I think. Decisions in your opening will be really important, and you would need to use a variety of different opening moves depending on what your opponent is doing. I suspect this would also open up a lot of interesting and otherwise bad tactics for the early game into viablity. Should I rush my opponent with boulders? Or should I stay back and summon a creature? Or should I force crush or stranglevine my opponent then run away? Eye for an eye plus healing and a spawnpoint would be a good counter to boulder rush in this format. Reverse attack would be shine too. If opponent stays still and summons a creature, you can do the same or summon a spawnpoint. If they restrain you and run away, you could try teleporting out of it. You could also put on cloak of shadows or blur then restrain the enemy mage.  Etc etc etc

Sent from my SAMSUNG-SM-J327A using Tapatalk

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General Questions / Re: Casting Equipment on Enemy Mages
« Last post by Puddnhead on January 17, 2018, 08:50:51 PM »
The only equipment strategy that works with regards to casting on the majority of enemy mages is Eye of Bael since the only mages that will normally carry demons are Dark. I suppose an Eagleclaw Boots strategy could work if you don't want the enemy pushing themselves around the board.

And Eye of Bael only works if they do NOT have an amulet equipped, because, as has been stated, you cannot replace an equipment slot on an opposing mage.
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General Discussion / Re: How big can we realistically grow the playerbase?
« Last post by Puddnhead on January 17, 2018, 08:49:56 PM »
I think you completely missed the point that bigfatchef was making.

The fact that the interpretation of the card text takes up that much space and has a complicated interaction with a significantly large number of different ways to get the same effective buff is a rules problem.  Yes, it can be learned, yes it can be dealt with, but picture a beginner that wants to use this card.

The beginner most likely thinks that all things that give your creature extra dice on a melee attack are melee buffs or conversely thinks that ONLY "Melee +X" should be affected by the altar and therefore it is garbage.  NEITHER of these face value interpretations is correct.  That, my friend, is the very definition of BAD design if you want to grow a player base.  The simple fact that there are almost a hundred different conditions that each interact in various and sometimes non-intuitive ways are complete turn offs to the game.

Two case studies: How many people actually know what Trample does or the complete set of rules caveats for Tsunami?
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