July 03, 2022, 06:50:49 AM

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Zuberi

Pages: [1] 2
Mage Wars Academy / Next Expansion?
« on: February 07, 2017, 04:21:33 PM »
Thought I'd cross post this from boardgamegeek. Some stores have apparently started allowing preorders for Mage Wars Academy: Warlord, and there's supposed to be another Academy expansion this year in addition to the Warlord. Think they'll be releasing Forcemaster alongside the Warlord like they did with Arena, or do you think they'll do something different? What do you think we'll see for the Warlord (and the other Mage) in the Academy?


General Discussion / Possible friend in need
« on: December 09, 2016, 07:26:32 AM »
I don't know this person, and some people have raised concern that it may be a scam, but there is a post on boardgamegeek about a fellow Mage Wars player who has fallen on hard times. I tend to believe her, so thought I'd cross post to bring attention, but you should form your own judgement.


Rules Discussion / Transferring Limited Use Abilities
« on: July 12, 2016, 05:32:46 AM »
I was watching this Arcane Duels video and at the 55 minute mark an interesting question arose regarding [mwcard=MWSTX2FFE02]Akiro's Favor[/mwcard]. I knew I remembered reading something about this before and was pretty sure that they got the ruling wrong. However, after scouring all of the official documentation, I couldn't find anything pertaining to this situation. I finally uncovered a ruling on the forums dealing with Defense rolls that is probably what I was thinking of.

That ruling says that an enchantment which provides a Defense roll keeps track of that ability with it's own ready marker. If it gets moved to another creature after having already used it's Defense once that round, the new creature will not be able to use the Defense again until the next round.

Now, the wording is a bit different on Akiro's Favor than it is something like [mwcard=MW1E07]Cobra Reflexes[/mwcard], but in both cases you're essentially dealing with an object providing a once per round ability to what it's attached to. Can we extrapolate from the forum post that limited use abilities like this are kept track of by the object providing them, thus preventing someone from gaining extra uses by moving it around? Or, if not, what indicates the distinction between the two (does that rule only apply to defenses perhaps)?

I'm pretty sure it is tracked by the object providing it, but I'd like official confirmation which currently seems lacking (unless I missed something). And this is something likely to come up a fair amount with Enchantment Transfusion shenanigans.

Alternative Play / Master and Apprentice
« on: June 29, 2016, 12:14:46 PM »
This idea was inspired by Sailor Vulcan's post here.

This format will be identical to normal Arena Play except as mentioned.

Each player will start with two Mages; one of which must be a Mage from Academy. Forward, these mages shall be referred to as Master and Apprentice, with the Apprentice being the Academy Mage. Each Mage will have it's own accompanying spellbook, with separate spellpoint counts as limited by their Mage Ability Cards. Both are allowed to use any spells legal in Arena.

When setting up the game, both Mages that one player controls shall begin in the same zone. Their Apprentice gets their own Action Marker but does not get a Quick Cast Marker. You will need a separate status board for each Mage. The dials provided in Academy may work, but being an Arena game you should be aware that changes to Life and Channeling values are possible which aren't tracked on the dials.

Game Play
During the Planning Stage, you will prepare 2 spells for your Master from the Master's Spellbook, and 1 spell for the Apprentice from the Apprentice's Spellbook. Each Mage must use their own mana supply to cast their prepared spells. For familiars and spawnpoints that cast spells, if they can't provide the entirety of the spell's mana cost themselves, then the remainder may come from either of your two mages regardless of which one first cast the Familiar or Spawnpoint.

The goal of the game is to kill both of your opponent's Mages. If your Apprentice is killed, you lose access to the Apprentice's Spellbook. Your Master continues to prepare 2 spells from their own spellbook each round. Similarly, if your Master is killed, you lose access to the Master's Spellbook. Your Apprentice continues to prepare only 1 spell from their own spellbook each round. Nothing happens to the cards in play whenever a mage is killed. The bond between Apprentice and Master is so strong, that they can take over each others spells. Any objects attached to the slain mage though are of course discarded.

League / Tournament Play / Richmond VA
« on: August 20, 2015, 10:01:55 PM »
Looking for more players in the Richmond VA area. We're currently getting together every Thursday at 5:30pm at Battlegrounds in Midlothian.

Rules Discussion / Codex Update: Sweeping
« on: January 06, 2015, 03:41:08 PM »
I haven't scanned the entirety of the newly released Codex, but since the very first few pages stated that Sweeping had been clarified I did take a look at it. Overall, I think it is an improvement, but it could still cause some confusion with the following passages:
Quote from: Complete Codex
When a Flying creature uses a Sweeping attack, if the first target has Flying, the second target must also have Flying. Similarly, if the first target does not have Flying, the second target must also not have Flying.

If a creature uses a Sweeping attack that also has Reach or a Sweeping ranged attack, then the above restriction does not apply; the second target can be Flying or non-Flying, independent of the first target.

From what I understand, Reach does not negate the above restriction like this says. The only thing that Reach does is allow you to attack a Flying target, which flyers can already do. It thus has no effect on flyers. A Flying creature with Reach would have to attack only flyers with their Sweeping attack, because Reach does not allow them to attack non-flyers.

Now, a non-flyer with Reach could attack both, but the listed restriction does not apply to non-flyers anyways. Meaning, all mention of Reach is still unwarranted. A flyer who attacks a non-flyer loses the flying trait, and would then be able to utilize Reach to hit a second flying target with their Sweeping attack, but since they are now a non-flyer themselves and there is no restriction preventing a non-flyer from doing such a thing anyways, they don't need a special clause to over come a non-existent restriction.

This has actually all been discussed beforehand, which is why I'm a little confused by the update. Unless you guys have changed your stance on this, and are going to allow flyers to attack non-flyers without losing the flying trait first, then the codex entry should omit the mention of Reach entirely and only specify that ranged Sweeping attacks allow you to negate the stated restriction on flyers.

General Discussion / 1000th Post
« on: September 22, 2014, 03:21:25 PM »
I've been trying to think of something special to do for my 1000th post, similar to what Laddinfance did. Unfortunately, I can't think of anything better to do, so I'm just going to copy him.

In November I am going to the MACE convention in Charlotte, NC to help oversee a tournament being run by Silverclawgrizzly. While there, I am going to play a team game against him and one of his friends. They have stated that they will both be playing Necromancers, although they could change their minds. Meanwhile, I shall be assisted by my significant other who shall be playing the Adramelech Warlock. Her choice is not subject to change. Thus, my question is which mage should I play?

I am thinking that my preferred mage, the Priest, would be a good match up as he can automatically burn someone each round and the mistress of flame really likes burns. Also, holy magic is pretty good against undead if they do run Necromancers like they've said. However, a mage with more defense or utility, or simply higher channeling, might be a better choice. Perhaps the Priestess or Wizard? In the end, I shall run whatever you guys  choose for me.

General Discussion / Could not resist the Cookies
« on: April 25, 2014, 01:21:54 PM »
Some of you guys may notice a new tag by my name. I have recently switched sides, coerced by the offer of cookies. They're banana sticker flavored. I knew my addiction would lead me down a dark path one day.

League / Tournament Play / Joining the ranks in High Point, NC
« on: April 11, 2014, 05:36:16 AM »
Well, I just finished filling out the application for joining the Ambassador Program. I've kinda been just spreading the good word about Mage Wars on my own in the area for the past year, but I finally decided that I should take advantage of official support. Don't know if I'll be accepted or not, I don't really have much experience with things like this or many qualifications, but I kinda listed the entire forums as a reference, lol. So thought I'd give you guys a heads up incase they contact you  :P

Either way, I shall be playing Mage Wars weekly at Gaming Underground in High Point, NC. Currently shall be doing so on Mondays, which is their regular board game night, but that may be subject to change in the future. Anyone is welcome to join, and I hope to steal many players over from the Magic tables, lol.

Player Feedback and Suggestions / Evaluating the Schools of Magic
« on: March 12, 2014, 11:10:17 PM »
Let me start by stating this is more of a plea for help than a posting of results and findings. Over a week ago, we conducted a series of discussions regarding current imbalances within the game and I became convinced that the source of these imbalances is in the discrepancies between the different schools of magic. I took it upon myself to try and evaluate the various schools. Real life has kept me from devoting too much focus towards this goal, but primarily I've run into an issue with inexperience. I really have no clue what I am doing, lol. Regardless, I figured I would post what I've come up with, and maybe somebody more skilled than I can do a better job with what I am attempting.

The first thing I did was attempt to break the various functionality of spells into categories. I came up with 14 total categories. Keep in mind, some spells may fulfill multiple functions.

1) Action Advantage: These are spells which provide you with additional actions you can perform. Spawnpoints, Familiars, and just Creatures in general all fit into this category.

2) Condition Removal: Self explanatory, I think. These are spells you may use to rid yourself of conditions.

3) Counterspells: These are spells which counter your opponents actions and prevent those actions from being performed.

4) Damage - Indirect: These are normal sources of damage such as Attack Spells, Creature Attacks, and Weapons.

5) Damage - Direct: These are sources of direct damage, such as many Curses.

6) Damage - Buff: These are spells which do not cause damage themselves, but do increase the damage other sources are capable of inflicting.

7) Damage - Reduction: These are spells which reduce damage, either by debuffing the source of the damage or by increasing a creatures ability to prevent damage.

8 ) Enchantment Removal: These are spells that negate the effects of enchantments.

9) Equipment Removal: Spells which negate the effects of equipment.

10) Increased Mobility: These are spells which help you to move things around.

11) Reduced Mobility: These are spells which prevent things from being moved around.

12) Healing: Spells which heal damage.

13) Mana Generation: Spells which increase your mana supply, either by increasing channeling or reducing spell costs.

14) Mana Denial: Spells which reduce a persons mana supply.

After creating these categories, I then set about the task of rating the different schools. I tried a few different routes with this, but my final solution was to simply put the schools in order of best to worst within each category. I decided to apply a letter grade to the results, with the best school being given an "A" and the worst given an "F". If the school of magic didn't really have spells that fulfilled the function, I gave it an automatic F. I then realized this only gave a partial picture, and decided to add in a "+" to the grade for any school I felt was self-sufficient within a category, meaning that it had no need to dip outside of that school to fulfill the function. The results were as follows:

Action Advantage: Nature (A+), Arcane (B+), Dark (C+), Holy (D+), War (E+), Mind (F)
Condition Removal: Holy (A+), Nature (B), Arcane (F), Dark (F), Mind (F), War (F)
Counterspells: Arcane (A+), Mind (B), Dark (C), Holy (D), Nature (F), War (F)
Damage-Indirect: Dark (A+), Nature (B+), Arcane (C+), War (D+), Holy (E+), Mind (F)
Damage-Direct: Dark (A+), Nature (B), Arcane (F), Holy (F), Mind (F), War (F)
Damage-Buff: Nature (A+), War (B+), Dark (C), Holy (D), Arcane (F), Mind (F)
Damage-Reduction: War (A+), Mind (B+), Nature (C+), Holy (D), Dark (E), Arcane (F)
Enchantment Removal: Arcane (A+), Holy (B), Dark (F), Mind (F), Nature (F), War(F)
Equipment Removal: Mind (A), Nature (B), Arcane (F), Dark (F), Holy (F), War (F)
Increased Mobility: Arcane (A+), Mind (B+), Nature (C), War (D), Holy (E), Dark (F)
Reduced Mobility: Nature (A+), Mind (B+), War (C), Dark (D), Arcane (E), Holy (F)
Healing: Holy (A+), Nature (B+), Dark (C+), Arcane (F), Mind (F), War (F)
Mana Generation: Arcane (A+), Nature (B+), Mind (C), Dark (D), Holy (E), War (F)
Mana Denial: Arcane (A+), Holy (B), Mind (C), War (D), Dark (F), Nature (F)

At first I thought this was going swimmingly. It seemed to wrap things up nice and neat and keep things simple. It might surprise a few people, but I'm a big fan of simplicity. However, I quickly realized this system was woefully inadequate and does not really allow for much comparison between the different Schools. First off, it is fairly subjective, which I would like to move away from if possible. Second, not all of the categories are equal in importance, so it is currently impossible to compare Arcane's A+ in mana generation to Dark's A+ in Direct Damage. Thirdly, the grades themselves have relative value and don't provide a stable model with which to judge. There could be miles of difference separating an A grade from a B grade, while the B and C grades might be virtually tied, since all I did was order them from best to worst. Finally, we might should expand our evaluation to include the Minor Schools as well as the Major.

So, this is not the best evaluation and I would love to hear from others on how we might do a better job. This does already hint at how Arcane is overpowered though. Arcane has been given roughly twice as many "A" grades as any other school of magic, being rated in first place for 5 out of the 14 categories. Arcane was also labeled by me as being self sufficient in half of the categories.

While I welcome all comments and would be glad to discuss the results of my evaluation, I'd really like to hear about ways we could improve the methodology and create a better evaluation. I know this one is flawed.

General Discussion / Legendary
« on: February 17, 2014, 11:37:14 PM »
Just realized I hit Legendary Mage status, and wanted to do a little victory dance. I feel a little ashamed that I spent so many months lurking on these forums before actually participating, but I am very happy to be a part of the community now.

Now if someone could tell me what those little yellow boxes under my name and title indicate, I would greatly appreciate it. I'm guessing it's some kind of power bar for a special move I need to unlock.

Off topic / Arcane Wonders publications.
« on: February 10, 2014, 03:03:02 PM »
Wasn't sure where to ask this, since it is not mage wars related and the only non-mage-wars forum is for website support. I heard that arcane wonders will be publishing some other games in the near future besides mage wars. Is this true? If so, is there any place we can find info on upcoming releases?

Personally I think you guys are the best game company out there and look forward to anything you release. I know you will show it a lot of love and attention to excellence.

Rules Discussion / Rules not covered in the Rulebook or FAQ
« on: November 23, 2013, 04:51:14 AM »
Today Deckbuilder suggested that someone collect all of the rulings on the Forums that are not completely covered or clear in the Rulebook and FAQ into a single thread. I thought this was a great idea, and so I have sought out to do just that. I ask that people do not post their questions within this thread. If you do have a question that you can not find the answer to, please create your own topic to ask that question.

If you think a topic should be added to this thread, however, then feel free to let me know either by replying to this thread or sending me a private message. I will try to keep this thing updated, both removing old questions that get answered by official updates and adding new topics that come up.

Defense Rolls
Some enchantments and equipment grant a Defense to a creature. If the card is transfered to another creature, the Defense Marker (or Ready Marker) is left on whichever side it happens to be on.

For Example: You have enchanted your Steelclaw Grizzly with Cobra Reflexes and put it on guard. When your opponent attacks your creature, you decide to use Cobra Reflexes and succeed in avoiding the attack. You then use Shift Enchantment to transfer Cobra Reflexes to your mage. Your mage does successfully receive Cobra Reflexes, however since the Defense was already used this round, it does not provide the mage with any protection until next round.


Enchanter's Wardstone
Enchanter's Wardstone does not benefit enchantments until after they have successfully been cast. Thus it does not increase the cost needed to Nullify an Enchantment.


Mage Abilities
Certain mage abilities are limited to creatures you control in addition to being restricted to friendly creatures. This mostly affects team games to prevent two mages from stacking similar abilities. We do not have a complete list of which abilities are restricted as such, but we know for certain that the Beastmaster's Pet is. From that we can infer that similar abilities share this restriction, including the Priest's Holy Avenger, Warlock's Blood Reaper, Necromancer's Eternal Servant, and Druid's Treebond.


I am a little confused as to whether Magebane causes damage when dispelled or not.


Mage Training
Mage's are required to reveal their training at the beginning of the game. This mostly affects Wizard's currently, who have to announce their choice of elemental training.


Reverse Attack
The rules are quite clear that [mwcard=MW1E34]Reverse Attack[/mwcard] only changes the target of the attack for steps 3 and 4 of the attack sequence. This means that you are not the target of your own attack during step 2 and thus can not use any defenses to avoid the attack being redirected back towards you. However, there was a post made by Pixelgeek which contradicts this, saying that you would be required to reveal mandatory defenses like Block or another Reverse Attack. This has caused some confusion and we would like confirmation as to whether Pixelgeek is correct or should we follow the rules as written?


Seedling Pod
Seedling Pods are destroyed during the Cast Spell step as part of the cost of casting the spell they've prepared.


The life gain on Stranglevine is not cumulative and does not compound. When calculating how much life Stranglevine currently has, always start at 6 before adding 2X.


Events / Dinner with Bryan Pope!
« on: November 19, 2013, 11:26:31 PM »
How would you like to have dinner with the creator of Mage Wars? How about if 4 other game designers came with you? What if they each gave you a signed copy of a game designed by them? All of this and more can be yours. All you have to do is win it in a contest of wallets for a great cause.

The Jack Vasel Memorial Fund is an organization that helps out gamers during their hour of need. It is currently holding an auction to raise funds, and one of the things up for bid is a dinner with 5 game designers including the creator of Mage Wars: Bryan Pope! It is currently going for $600 and is item #250. You can find it here: http://www.boardgamegeek.com/geeklist/164052/jack-vasel-memorial-fund-auction-2013/page/10?

Feel free to browse the rest of the items up for auction as well. Help out a great cause and get cool prizes for doing so.

Rules Discussion / Do Mage Abilities Stack?
« on: November 16, 2013, 07:27:45 AM »
I debated which forum this should go in, here or alternative play, but I decided here was most appropriate because I want an official answer and not a house rule or a variant. If I made a mistake, I apologize.

So, my question would primarily come up in Team games. I'm having a hard time thinking of another situation in which it might arise. But, if you are on a team where both people are playing the same mage, can you stack the same ability twice on the same object?

For Example: You have two Beastmasters on a team (both of them the original Straywood Beastmaster). Could they both make the same creature their Pet? The rules say "The Pet marker can be assigned to any new friendly animal when it comes into play, regardless as to how it was summoned." So it is very clear that they would be allowed to make a animal summoned by their teammate into a Pet. However, what happens if they both want to make it into a Pet?

Enchantments, Equipment, and Conjurations do not stack. Conditions, however, do stack. What about Mage Abilities?

Pages: [1] 2