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Messages - Dr.Cornelius

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1
Problem Statement:
Mage Wars is an outstanding game that has trouble finding its audience and is floundering. 

Observation:
Many, many games aimed at similar target market are being funded at the $500K-$2M level on Kickstarter.
Games funded at this level nearly always have a full range of highly detailed miniatures.
Most are multiplayer.

Recommendation:
Hire sculptors
Expand multiplayer
Put up a slick Kickstarter
Save the game

2
Rules Discussion / Re: Nullifying a Reverse Magic
« on: August 01, 2014, 11:56:08 AM »
Another part of the game where the doesn't work like you think that it would or should.
Hopefully someone from the design team will add this to the list of issues to be revised or clarified when there is a second edition...

3
General Discussion / Re: Finishing the opponent?
« on: July 20, 2014, 11:18:09 PM »
When you have initiative and a strong melee advantage, play [mwcard=MW1E23] Jinx[/mwcard] as the first quick cast to prevent your opponent from being able to stop your melee heavy hitter (Bear, Iron Golem, Dark Pact Slayer, etc.) from mauling them for 6+ dice.

4
Strategy and Tactics / Re: Calling All Adramelech Experts
« on: July 19, 2014, 08:09:40 PM »
I am still trying to make a build with her that I like but I do not use the Pentagram for the 18 mana it costs to deploy it and a harmonize I feel that I can put that mana to better use.
No question an effective Adramelech Warlock book can be built without Pentagram + Harmonize.  But the relevant question is: 

Is there a non Pentagram + Harmonize book (i.e. non-swarm) which the Adramelech Warlock will run stronger than the classic Warlock?   Since the AW's strongest ability (Smoldering Curses) scales with the number of creatures she has in play, I suspect not. 

Similarly, I do not believe it is possible to build an AW Blaster style book which is stronger than a similar book run by a Fire Wizard.

Swarm is pretty much the AW's only substantial advantage, so if you are interested in optimizing go with swarm or pick a different mage.


5
Spells / Re: New warlock stuff!
« on: July 16, 2014, 12:44:27 AM »
Opposing guards should not be much of a hindrance for Wildfire Imps.  Use Force Push or Teleport to control your opponent's positioning, then the Imps can move or teleport to attack the target. 

Also, the Imp's teleport ability makes them much more efficient than similar creatures when being summoned from rear area spawnpoint.  Recommend summoning a Firebrand Imp or two to start the burn, then Wildfire the rest of the game.   Played a close match against this setup, and nearly lost before narrowly managing to eliminate all 6 of opponent's Wildfire Imps and around 4 more Firebrands.

Sesiryx is a trap.  Adramelech Warlock needs to run swarm strategy to take advantage of her special ability, otherwise you are better off with the classic warlock.  Swarm requires Pentagram + Harmonize opening, so Sesiryx is at best a midgame play.  Likely to have better options for 12 mana at that point.

Adramelech's Touch is also a trap.  Even discounting the fact that the AW is likely to have a Fire Ring and/or Hawkeye, what is the likelihood that Adramelech's Touch will end up doing more damage than a simple Flameblast?  Avoid Adramelech's Touch - it is a highly inefficient card.

Infernal Scourger is a strong creature for the classis Warlock.  Definitely a good call if your opponent is running little or no ranged direct damage and will have to engage it in melee - for example Beastmaster or Necromancer.    Scourger does enough damage that your opponent will have to deal with it, so plan ahead to drop a Block or Reverse Attack as a quick action immediately after summoning.   

Devil's Trident is an outstanding addition: great for slowing down Solo or Few Big - use it instead of Fireball against a Forcemaster or Grizzly.

6
General Discussion / Re: New Promo Cards Sighted
« on: June 27, 2014, 01:01:55 AM »
Staff (of Storms) is still on my watch list.
As well it should be.  I have faced it a few times, and while it may not be overpowered per-se, it increases the likelihood of stun-lock and the resulting NPE (Negative Play Experience).

What the designers should really be asking themselves is "does lightning really need another boost?"

I would argue no.  IMHO Lightning is already the strongest type of damage, Fire vs Druid notwithstanding.   And Lightning attacks are near broken when combined with Lightning Ring and Akiro's Favor (for example, 83% chance to Stun with Thunderbolt and re-roll effect die).  Plus Lightning has Ethereal and a number of strong cards have Lightning +2. 

Bottom Line: Lightning attacks (and Wizard in general) really do not need a boost. 

7
General Discussion / Re: New Promo Cards Sighted
« on: June 26, 2014, 02:38:52 AM »
It's more like a trap ;)
Yes Fire Elemental is a trap: i.e. a card that appears to be strong but is in fact weak.

Here's why:
First, it is Ethereal, which means it has low health relative to its cost.  And at this point Ethereal is scissors, and there are a lot of rocks in the meta: Lightning attacks, Wizard's inherent Zap, Mage Staff and others.  Water attacks also do full damage and are relatively common due to the usefulness of attacking Battle Forges, pushing opponents through pain walls, etc.   In short, the Fire Elemental is very inefficient against Wizards, so why include an high point cost card which will be dead when facing an already challenging matchup.

Even if you get a favorable matchup, and your opponent is not packing anything that does full damage, the Fire Elemental is still not particularly effective.   

Here's why: 
At 4 spellbook points (IIRC), only Warlocks and Fire Wizards will be playing the FE, and will also have other fire attacks.   If your opponent is able to keep good counters to fire in play (Dragonscale Hauberk, Elemental Cloak), spending 20 mana to add more fire attacks does not necessarily improve your board position.  Conversely, if a Warlock or Fire Wizard's fire attacks are working at full strength, then they are less likely to need the FE.   Likely better off to diversify and bring something to counter other threats, like a demon with flying, piercing or counterattack.

At a bare minimum, the Fire Elemental would need to be revised to be less vulnerable to Lightning in order to be competitive.

8
General Discussion / Re: Card spoilers so far.
« on: June 20, 2014, 10:55:38 AM »
Get rid of Corrode tokens on self, by disarming your own dragon scale hauberk in the final quickcast, will most likely be the only reason for me to include a single copy of this spell in any given spellbook.
May be technically correct, but smells like an exploit.  Is getting rid of Corrode tokens an intended use of Disarm?  Did this come up in playtest?

9
Strategy and Tactics / Re: How do YOU stop the early rush?
« on: June 19, 2014, 02:28:47 AM »
Tanglevine and Enfeeble can slow it down nicely sometimes. You can also go Surging Wave someone and knock them backwards with a Slam if you're lucky.
Good suggestions, but not particularly effective against an experienced player.  When running aggro, I choose Teleport nearly every turn as a backup in anticipation of my opponent playing some kind of movement or control.   

I also usually play Nullify no later than the first quick cast of turn 2 to counter many of the cards mentioned.

Guards are easily avoided with [mwcard=MW1E28] Mongoose Agility[/mwcard].  Plan on your aggro opponent to be packing two, and perhaps even the elusive [mwcard=MW1C07] Cervere, The Forest Shadow[/mwcard]. 
Defenses are a similar story: count on your opponent having a Falcon Precision or two.

Be aware of the power of the power of [mwcard=MW1I23] Rouse the Beast[/mwcard].  Your opponent will be looking to start a turn in your square, have your mage tap out, then summon and rouse a heavy hitter.  Ideally the hitter will be summoned on a turn when the aggro mage does not have initiative, so he can first quick cast a Jinx the following turn and have the hitter get in another full attack.   Keep hitting your opponent with effects that make him burn actions, so he does not have tempo to drop Rouse the Beast. 

Things that disrupt aggro:
  • Destroy their Battle Forge.  Many aggro books will stall out if starved for actions.
  • Alternatively, put a LOS blocking wall between the Battle Forge and the aggro mage.  Very annoying.
  • Agony.  Usefully in nearly every book.
  • A carefully timed [mwcard=MW1I09] Drain Power[/mwcard] is very effective at stalling.  Due to the high spellbook cost, this is likely to only be an option for Wizards.
  • Previous statements about Nullify and Mongoose Agility notwithstanding, the new FIF cards Defend and Fumble are strong against the rush.  Disarm also has possibilities.



10
Rules Discussion / Jinx resolves before Nullify?
« on: June 19, 2014, 01:15:40 AM »
Situation: Caster has two face down enchantments: [mwcard=MW1E23] Jinx[/mwcard] and [mwcard=MW1E29] Nullify[/mwcard], both controlled by opponent.  Caster attempts a quick spell which targets himself.

Am I correct that the spell would be countered by Jinx before targeting, thus not triggering Nullify.

11
General Discussion / Origins Report
« on: June 17, 2014, 12:14:14 PM »
Anybody have Origins results?

12
General Discussion / Re: Forged In Fire
« on: June 01, 2014, 03:14:30 PM »
[mwcard=DNI04] Renewing Rain[/mwcard] and Raincloud are highly situational and likely to only appear in Druid books.    The Adramelech Warlock has a built-in advantage against the Druid, so the rain cards just even things up.

On the other hand, [mwcard=MW1Q07] Elemental Cloak[/mwcard] and [mwcard=MW1Q06] Dragonscale Hauberk[/mwcard] are generally useful, already appear in many books, and are highly effective.  In order to be successful, Adramelech Warlock will need to find a way to consistently and efficiently deal with them.



13
Spellbook Design and Construction / Re: Unkillable Necro
« on: May 31, 2014, 12:25:50 AM »
Does this build have a backup plan to deal with losing the Battle Forge on turn 2 to an aggressive opponent?

Armor Mage build will work for a game or two, but soon your meta will discover generally useful and cost effective counters.  For example: [mwcard=MW1Q08] Elemental Wand[/mwcard] and [mwcard=DNA01] Acid Ball[/mwcard]

and



14
Cerberus is a lost opportunity in this set.  Too bad he cannot guard non-Dark conjurations.  Might have actually seen some play...


15
General Discussion / Re: Forged In Fire
« on: May 27, 2014, 03:03:57 AM »
I can see great synergies with sacrificial altar and/or Graveyard.

Since the only way for the enemy to deal with sardo is by chopping him down or tele him like crazy.
Combine Your mighty dragon with the new Rolling thunder, and voilá he eats them teleports like nothing. That being sad i want to mention that rolling fog works pretty good with a (zombie) necro anyways, forcing enemy to come closer to your stuff when attacking, all you want, eh?
Even if your opponents tries to chop him, if you have a graveyard out, that almost a free brute next round, nothing to laugh at either.

Am i right when turning the blight of all living to my eternal servant, that pierce +1 would add to his zone attack too?

Bit sceptical about the slow down effect of the sunfire amulet though, thats still 5 spellbook points for necro would be one of my top priority dissolves, id rather pack a drain soul or the rolling fog instead and grab another curse on top. 

I see alof of potential for this bad boy :)


Just my few cents :)
There is another option for dealing with Sardo: simply ignore him, and attrit your opponent faster.  5 dice plus piercing +2 is just not that much damage for 24 mana. 

Lets do the math.  My first thought was to compare Sardo against two midrange undead creatures totaling 24 mana, but that neglects the opportunity cost of a full round action to summon the second creature and likely mana discount for [mwcard=DNQ02] Death Ring[/mwcard].  Here is an accurate comparison:

Sardo Strategy
Turn N: full round action to meditate for +3 mana  (assumes Meditation Amulet, which is not a bad assumption for a Necromancer).
Turn N+1: summon Sardo for 23 mana (assumes 1 mana discount for Death Ring.  Sardo's net cost is 20 mana over 2 full round actions)
Turn N+2: Sardo leaps into action doing 5+2p, or possibly 5 sweeping

Alternate Strategy
Turn N: summon [mwcard=DNC22] Zombie Brute[/mwcard] (10 mana) or [mwcard=DNC14] Skeletal Knight[/mwcard] (12 mana)  (both assume Death Ring discount)
Turn N+1: Zombie Brute swings for 4+2 bloodthirsty, or Skeletal Knight swings for 5 dice.  Summon second [mwcard=DNC22] Zombie Brute[/mwcard] (10 mana) or [mwcard=MW1C32] Skeletal Sentry[/mwcard] (7 mana)
Turn N+2: Zombie Brutes swing twice for 4+2 bloodthirsty each or Skeletons swing for 5 & 4 dice (9 total).

Yes, Sardo has the advantage of massive health but the 2 midrange creature strategy has reasonable health, swings one turn earlier, and takes more actions & mana to thwart with teleport or other tricks.  Sardo is also 2-3 more spellbook points.

Some posters mentioned [mwcard=MW1I08] Drain Life[/mwcard] as a good option, but in my experience Drain Life / Drain Soul are risky.  You have to be very sure your opponent did not drop a Nullify or Reverse Magic on his mage.   

Admittedly have not played any games with Sardo, but it is hard to see how he is competitive compared to other strong options.  Perhaps the playtesters can give us some pointers.


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