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Messages - jacksmack

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General Discussion / Re: MW arena update 2020
« on: January 22, 2020, 12:48:14 PM »
MW 2.0 because it’s “something bigger than a second lost Grimoire”?

Could it not (just) be another 2 mages release?

Events / Re: The Arcane Duels League Season 2
« on: November 20, 2019, 10:10:12 AM »
Whats happening with this tourny?

Rules Discussion / Re: Siren’s call and fermata
« on: October 26, 2019, 06:11:54 PM »
That ability works with dissipate tokens. There is no such thing on her call ability.

Rules Discussion / Re: Passage attacks questions
« on: October 12, 2019, 04:45:29 PM »
It does not require a full action to move through a wall with the passage attack trait.

The exception being wall of thorns for creatures level 2 or higher.

Events / Re: The Arcane Duels League Season 2
« on: September 18, 2019, 09:56:55 AM »
Sounds great!

Is life bond still part of the druids ability?

Custom Cards / Re: Suggestion - New Terrain - Mana Wastes
« on: September 15, 2019, 02:04:46 PM »
I think it’s an interesting idea.

I would change it to earth school (similar in theme as the other harshforge cards.)
It could be a terrain with (3-4?) armor and (8?) health.

I think it should cost 7 mana and reduce the channeling by 2 to each channeling object.
Would be useful vs spawn point mages who stays in starting corner. The downside being that you will lose channeling yourself when going into that zone.

What happens
If a living creature has 10 health with 6 damage and 2 burn conditions on it when it receives 2 freeze conditions from beam of frost.

From the codex elementalist:
A creature with Freeze conditions rolls 1 less die on non-spell attacks. At the end of a creature’s activation, remove 1 Freeze condition from them, if possible. Each Freeze condition on a living creature is also considered 2 damage that cannot be healed. If there are ever Freeze conditions on an object with Burn conditions, remove 1 of each. Repeat this process until there are only Freeze or Burn markers remaining. This is a frost condition and has a removal cost of 2. In Arena, Freeze also grants the Lumbering trait to the affected creature.

So in step 6 of the attack sequence (damage and effects) the freezes are added.
This should kill the creature right here and now before we start removing 1 of each (burn/freeze).

Is this correct? Also i'm wondering if this is intended or not.

Spellbook Design and Construction / Re: Invisible Realtor - Warlord
« on: September 02, 2019, 09:04:21 AM »
I believe the builder can use the eye.

The spell he casts is a quick spell which meets the requirement of the eye.
That he spends a full action on it to cast a quick spell shouldn’t matter I think.

Curious to hear what other thinks about this.

Imagine they released a full action upheaval with no level restriction and able to also target incorporal which also repays you 2 mana. Or in other words essentially be 2 mana cheaper than the conjuration it targets.

Then we have Soul Harvest. Imagine that it wasnt epic or restricted to necromancer and instead of healing it gave back 2 mana. Exchange "target creature" with "arena" to the target line" so it cannot be nullifed (Hello crumble), but put in the text that creature has to be within 1 zone.

Do you see the picture i'm trying to make?

Its insanely problematic that the undo cards are more efficient than the "do" cards in arena.

Whether or not its good, bad fun, annoying, entertaining, hilarious or whatever to the game that rush books are dead is obviously subjective but more importantly: completely irrelevant to the thread.
I'm just stating the current situation. I don't care who likes the state of the game or not.

And then suddenly we are off to zone attacks which is irrelevant to the fast / rush books being dead "issue".
A fast book will not win any games if they suddenly change strategy to board control and try to kill 2-3 bigs with zone attacks and attack spells before proceeding with the opponent mage.

Of course its problematic to the health of the game that more or less every release since Druid vs Necromancer overall favors long games and passive games.
Eventually a "game of dueling mages" will turn into a "game of emptying your opponents spell book before he empties yours!"

I'm already not playing the 10-channel mages. Boring fuckers.

So yes, they wouldn't get less boring if you add more channel to all others.

As to answer your question: I would never play Priestess or Necro again if we buff the 9ers up to 10.

You think they wouldn’t be competitive or just not your cup of tea?

I'd say the FM is more competitive than ever (since HoB nerf / Battle fury nerf).

Illusory leggings.
Martial attack spells.
Constructs and symbiotic orb.
More + melee enchantments.

Do you find that Siren and FM are overlapping in strategies / playstyle?

I would pick the priestess over the priest in many situations.

The forcemaster does not really suffer vs 9 channeling mages, so while he might have a slightly harder time vs them if they are buffed his real problems is (imo) vs druid, necro and wizard.

What HAS been (and still is?) possible is to snowball early on with for example a big creature that kills stuff from turn 3 or 4. You always need to have an advantage in order to go for their mage.

And this is the point i'm trying to make.... its no longer viable. Opponent gets same size creature out WITH a spawnpoint to back up due to the mentioned spells that recover your mana too quickly.

Also its a bit absurd to talk about round 3 when the opponent is in his corner. Even round 4 seem risky... since your essentially risking falling behind on actions if you begin teleporting / force pushing / running double with mage).
But you are not guarding while you rush him thats for sure. That means he gets to open on your bad boy and focus it down and suddenly you need to pay attention to keeping it alive thus reducing your pressure dramatically.

I have a few thoughts/questions on this.

Intangible from Arcane Duels talked about this way back, rushes have a lower ceiling and will not win as consistently. You are right that this is a trend that is becoming more pronounced. But is that a bad thing? The game is moving towards longer, more complex games, distancing itself from fast-paced mainstream card games.

Would you really prefer the opposite? That rushes were the main strategy in the game? Run forward, throw boulders, games are over in 30 minutes, all books are the same because opposed schools doesn't mean anything when only a small percentage of your SBP ever sees play. Obviously a middle ground is best, but at least long games are the lesser of two evils.

Its very bad... its not like the game ever been mainstream fast-paced. I'm not saying that fast books should be the only way... but they have struggled for a LONG time... and now they have been executed completely by academy cards.
THATS bad!
And yes i would prefer the opposite... fast games are much more interesting to play and to watch...this is obviously subjective. But you make it sound like there is no interesting decisions to be made in those games, and that's clearly wrong.

The big downside of Ritual of Kallek is that it burns your SBP for a short term gain. If SBP is worthless, then the Ritual is amazing. If SBP is worth something, then the Ritual is not worth as much. Same could be said about Wispwillow, Mana Lotus and Remove curse.

Everyone is limited by SBP, when building a book you need to balance it so you can win the game after your economy has paid off, both against rushes (which you claim is easy) but also other economy books (which should then provide you with some challenge).
Kallek doesnt kill you in terms of SBP's. Thing is you only need to do it 2 or maximum 3 times.
As soon as you go into casting it 4-5-6 times then you are often better off with the first cast being a mana shard, harmonize, crystal or flower.

How does your multiple spawnpoint Necromancer do against a multiple spawnpoint opponent? More importantly, do you consider those games boring?
But...Haven't lost with the original version (before kallek) basically because its pumped with more creatures than any other player ever put in his book.
This is my point... people need to guess how many spbs i spend on creatures and thats DURING the play... and its during first round before they get to see anything... because if they put their Spawnpoint in their own start zone then its kinda over already there... boring for both of us.

Besides the necro when its Slow vs slow:
Usually it comes down to some random boring timing about who kidnaps (teleport to death zone) who's big baddie first and basically executes the opponents army 1 at a time until his book is emptied.
Not interesting at all.

Eventually you will have to engage to win, in a game of two economy books you should see skirmishes across the middle zones and larger, more important spells to swing the game like conjurations and zone attacks. Sounds fun and epic?
Never happened... never will happen... Zone attacks are not solution also they are expensive and often out of school. include 2 of them... there goes your spb's.

The biggest issue is probably real life time constraints? I like to think that quality games take time, and Mage Wars Arena at its slowest is still faster than most grand strategy games. Although it would really help if OCTGN had a save function.
Problem is that the quality is often not there... so its just a lot of time.

Finally, the take from this is that more people should play Domination, it's a really fun game mode!
i guess we agree here.

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