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Messages - Snotwalker

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1
General Discussion / Re: Mage Wars Companion App - Bug Reports
« on: January 26, 2015, 11:29:32 AM »
On an iPad Mini.

Akiro's Hammer is able to be added to a Necromancer's spell book... should only be available to a Warlord.

2
General Discussion / Re: Mage Wars Companion App - Bug Reports
« on: January 26, 2015, 11:27:34 AM »
Wall of Earth flips upside down when zoomed in.

3
General Discussion / Re: Mage Wars Companion App - Feature Requests
« on: January 26, 2015, 11:26:03 AM »
If nothing else, I'd say the very first update NEEDS to be a better search function... One that searches ALL text on the cards, and not just the titles.  (well, except for flavor, of course...)  :)

I can't imagine it'd be too hard to include that in a relatively short turn-around?

4
Spellbook Design and Construction / Re: Tool Shed Air Wizard
« on: August 26, 2014, 01:28:35 PM »
I like the versatility here.  I do question why you'd chose Blue Gremlin as a 1st Turn summon?  He's a pest, so he can be ignored as a guard and doesn't hinder.  Don't get me wrong, I love the Gremlin... but as an early summon?  There are better fast creature options that don't require paying mana to make them fast.  Just wonderin'. 

5
Spellbook Design and Construction / Re: Earth wizard
« on: August 18, 2014, 04:34:08 PM »
I try clicking "new" and absolutely nothing happens...  Maybe this doesn't work with IE?  I'll try a different browser tonight.

6
Spellbook Design and Construction / Re: Earth wizard
« on: August 18, 2014, 11:33:05 AM »
You can also use the Spellbook Builder which can be found here.

Maybe I'm missing the obvious, but how does one use this spellbook builder?  I like the card database, but clicking on the other options doesn't do anything.

I've tried clicking "new"... I've tried clicking "load"....  "about".... nothing happens....

Is there a user-guide somewhere I'm not seeing it?

7
Strategy and Tactics / Re: Mana Denial: viable strategy?
« on: July 08, 2013, 09:11:35 AM »
I've tried several variations of Mana Denial, and have come to the conclusion that it's a nice "side dish" to your gameplan, but it should never be seen as the "main course".

1)  Distraction.  Mana Denial cards are wonderful distractions to opposing mages, cuz let's face it... we HATE losing mana channeling, and tend to gravitate toward destroying cards that are draining our potential... throwing off tempo and costing actions.

2)  Speed Bumps.  Mana Denial's greatest benefit is seen played out over longer games, where turn after turn after turn of losing even 1 mana point each upkeep can add up to an agonizing mana shortfall for your opponent.... greatly slowing down his/her engine of mayhem.

The danger of incorporating mana denial cards is in over-investing in them.  Mana draining can hurt your opponent, sure... but using up too many of your own actions on mana denial can result in loss of tempo, and if your opponent is experienced at all, they'll simply adapt their own strategy to compensate.  (ie: switch over to heavier use of a "free action" weapon item (bow, lash, staff, etc.) that still throws down some pain dice your way, without tapping into their precious mana supply.

So again, I'd view Mana Denial as a side dish or secondary strategy versus the main focus when spell book building.

8
Spells / Tooth and Nail Stackable?
« on: June 25, 2013, 05:01:29 PM »
Just seeking some confirmation/clarification:

If I have 2 Tooth and Nail conjurations on the battlefield at the same time, do all my animals have +2 piercing?  Since it's a +X trait, it's stackable, correct? 

9
Mages / Re: Is there any love for warlord?
« on: June 18, 2013, 06:54:48 AM »
you are right, not every mage is agro.

what I meant to say is in this current meta (aggro/control) no spawn point from any Mage is a viable card to my knowledge without exception. I would be fairly confident in guessing not a single winning deck at the latest tournament played a single spawn point.


There is certainly a play-style difference when talking about casual games and tourney games...  Time being the biggest factor.  I personally like using spawn points (Lair?... AWESOME card!), but in a 75 minute maximum game time, some cards and some strategies won't win the game soon enough... in a tourney environment, there just isn't always time enough to get to the end-game, where a spawn point advantage can be game-winning. 

Tourneys are almost more of a "First Blood" duel, whereas casual un-timed games are win-by-Knockout only.

10
Spells / Re: Force Hold vs Force Crush
« on: June 11, 2013, 01:41:02 PM »
I feel like I am learning towards Force Hold being better. You play Force Hold / Force Crush for the main purpose of restraining the target creature, not crushing them to death.

What about a FM running 2 Force Hold and 2 Force Crush? Maybe the Force Hold could be reserved for creatures while the Force Crush could be reserved for the opponent mage? I haven't tested it out yet, but I like the idea of waiting until the enemy is out of dispels and then enchanting them with Force Crush.

This has been a game winner in several match-ups I've played.  If the FM's opponent can't dispel the Force Crush, and is out of healing options.... well.... game over in most situations.  The FM can go defensive, do the happy dance on the other side of the arena, and watch her opponent slowly crushed into goo. 

11
Spells / Re: The Good, the Bad, and the Neglected...
« on: June 06, 2013, 10:00:58 PM »
OK, so I had to move The Hammer to the "Bad" list... any other thoughts of cards that should be included in the Good, the Bad, or the Neglected categories?   

12
Spells / The Good, the Bad, and the Neglected...
« on: June 01, 2013, 08:37:09 PM »
In our beloved Mage Wars game, there are some spells which should automatically be included in each and every spellbook due to shear awesomeness, some spells which rarely (if ever) see the light of day and wouldn't know what a spellbook was if they were hit on the head with one, and some spells which may fall into the misunderstood category, and like the ugly duckling, have a Swan-like potential hiding inside their "they-have-a-wonderful-personality" exterior...  In other words, the Good, the Bad, and the Neglected.

The Good:

  • Dispel... If you're not already including at least 2 of these in every spellbook, then "welcome to the Arena!"  You must be new to Mage Wars!   ;D
  • Dissolve... Similar to Dispel, at least 2 Dissolves should be on hand to rid your opponent of those pesky wands, armor, cloaks, and stainless steel fanny-packs.
  • Teleport... Arguably the best spell in the game...  You'll ALWAYS find a use for these babies, both offensively and defensively to (literally) pull your creatures out of the not-so-proverbial quicksand.   8)
  • Seeking Dispel...  Ever find yourself staring at a face-down card in the Arena, and realize that the card is staring back at you?...  Me?  I hate that!  Seeking Dispel the sucker!
  • Regrowth Belt... Dying won't help you win the game...  But regaining 2 health every upkeep will!  And to force an opponent to use a precious Dissolve to get rid of it?  Bonus!
  • Decoy...  I don't know why I wouldn't include at least 1 of these everytime.  Is it a curse?  is it a nulify?  Is it a trap?  Only YOU know the answer to that!  Plus, it's an extra way to pop an opposing Nulify!
  • Cheetah Speed...  This is simply a great first turn spell to cast on yourself!  Cheetah Speed makes your Mage more flexible, aggresive, and slippery... why wouldn't you want a Fast mage?  Why?
  • Hand of Bim-Shalla... For the low low cost of 5 mana, add +1 melee, +1 Armor, or heal 1 health ANYWHERE in the arena?   Did the designers forget to add a 1 in front of that 5 mana cost?   Wow!  Useful in any spellbook.

The Bad:

  • Standard Bearer... 7 Mana to paint a large bullseye on your creature, in addition to encouraging crowding your soldiers into a target rich environment vulnerable to a Zone Attack, while the Standard Bearer himself gets no bonus whatsoever?  Why?  Just.... why?   ???
  • Barracks...  1) May not be adjacent to another outpost... 2) Flame +2.... 3)  May not be adjacent to another outpost... 4)  Did I mention it can't be adjacent to another outpost?   :-[
  • Pentagram... I love the Warlock... But this is arguably the worst Spawnpoint in the game.  I want to make it work, but 14 Mana in the first round of the game doesn't fit the Warlock's aggressive style.   >:(
  • Mangler Caltrops... I only see the Warlord possibly including these in his spellbook since they are in his school, but why he would waste 5 precious mana points to throw down a Jacks game, sans the rubber ball?  Meh. 
  • War Sledge... The War Sledge is a Two-Handed weapon.... The Horn of Gothos is a one-handed item...  Warlord can't use both at the same time...  See ya later War Sledge!
  • Akiro's Hammer... So many people were giddy when they first saw this 8 Dice flinging War Machine... giddy, that it, until they read the fine print...  Expensive, slow to reload, Flame +2, with a minimum range of 2, and only does zone attacks (meaning your opponent can simply snuggle up to your creatures, negating the non-conjuration attack threats)... That "new war machine smell" didn't last long.  I originally had this in the Neglected" list, but after one more try, had to relegate this wooden monstrosity to the "Bad" list.  Fun to use occasionally, but just not competitive. 

The Neglected:

  • Wind Wyvern Hide...  Who's afraid of wind damage?  As of June 1st, nobody... Hopefully this will change with future expansions. 
  • Bearskin... Frost Damage?  Who even knows what that looks like?  When the Necromancer enters the Arena, I'm envisioning a lot of bear rugs being equipped.  But for now, it can sit on the cabin floor in front of the fireplace.
  • Resurrection... As a spell level 4 incantation, a Holy Mage so far is the only one with a vested interest in this spell...  And a spell that many snub due to its cost.  But in a spellbook with several wands and a couple copies of Resurrection, a Priestess could really field an unending army of creatures for low spellbook cost.  Think about it.
  • Gate to Hell... An often-maligned Conjuration, but in a demon-heavy Warlock build, this bad-boy could truly turn the tide... whipping all demons into a stronger Melee frenzy, and properly placed, it threatens 10 out of the 12 Arena Zones with a nasty unavoidable 4 Dice Burn/2Burn attack!  Expensive?  Sure... But also extremely efficient when you consider the extent of it's reach.
  • Shift Enchantment... I have yet to see an opponent play this spell in a game... but think of how flexible this spell makes all of your enchantments?  Your buffed creature just quicksanded? (is that a word?)  shift his Bear Strength to another creature that can still use it!  Your opponent put out a better creature to curse than the one you bestowed much happiness upon?  Shift your dark energies to a more worthy target!
  • Fellella, Pixie Familiar... Maybe some out there really like this green little Pixie, but I have yet to see her fly over an opposing Beastmaster.  But picture, if you will, an arena overgrown with Wall of Thorns... Your Beastmaster loses line of sight to all his critters?  Not a problem...  with a philanthropistic Pixie overhead casting helpful enchantments on all your wall-ignoring creatures swarming the opposing mage, Bear Strengths will be aplenty... 
  • Goblin Builder...  "But he only removes 1 damage from a coporeal conjuration in his zone!"  Yes... Not much of a Fix it Felix, but consider his other ability to cast conjurations where least expected.  I envision this industrious fellow getting more looks in coming expansions when new conjurations appear. 
  • Goblin Bomber... Yes, he's dangerous to summon, if one isn't properly prepared...  but combine these witless firecrackers with some Teleport Wands, and your opponent will come to resent their zeal for Orc and Country.
  • Sectarus, Dark Rune Sword... You knew this was coming, right?  Sectarus is often seen as the poor-mans Familiar.  However, all of my Warlock spellbooks always include Sectarus along with a couple copies of the Hellfire Lash.  Why?  Because having a free Curse casting action, along with Piercing +1, is nothing to sneeze at.  Is it better than the Lash?  No.  At least not in my opion.  But as a game-starter, I'll take Sectarus over the Lash 90% of the time, and then eventually switch over to the Lash for the mid/end game pain-fest once my curses have been sufficiently shared with one and all.  Curses!  Curses for everyone! ;)
  • Sacrificial Altar... Another card that resulted in many a "huh?" when first read.  Why would you want to voluntarily kill your own creatures?  Here's why:  Quicksand, Charm, Force Crush, Banish, Essence Drain, Pacify, to name a few.  Don't let near-death or permanently useless creatures go to waste!  Toss 'em on the Altar for one last hurrah!

Obviously, the above lists are just my humble opinion, and there were a number of spells that came darn close to being included, but I wanted to focus on the ones I felt most strongly about at this time.  I'm sure this list will evolve in the coming months, as new strategies and cards are revealed.  But I do want to say that I'm really impressed with how short my "Bad" list truly is!  This simply screams volumes about the quality of this game, and the work that went into designing it, considering the hundreds of cards being considered.

But there you have it.  Snotwalker's take on the Good, the Bad, and the Neglected.   8)



13
Meh.... when that happens to me, I just blame poor eyesight and really small text with subpar contrast on the card.     :-[

14
Thanks Aarrow.  It was great to meet you guys yesterday!  And thanks for the heads-up on the GenCon Tourney slots filling up.  I threw my name in the hat for all 3 days, so we might be in the same pod at least once in the Qualifiers.

I'll let some more guys know about Tues eves at Outpost 2000.

Had some great games against Steve and Freitag (sp?)...  I got some new ideas on FM and Wiz builds I'll be taking a closer look at.

And sorry again to bum you guys out about the Teleport rule...   ;D  Heh heh.

Till next time!

15
Hey guys,

I'm planning on heading over to Outpost 2000 tomorrow around 5-ish/5:30.... Anyone gonna be there?  I'd love to get in a game or two

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