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Topics - Wise fool

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1
League / Tournament Play / Madison Group at I'm Board
« on: January 16, 2015, 08:53:10 PM »
Hey all.  We're currently a group of 4 who meet every other Wednesday.  Just seeing if there are anymore Mage Wars players in the area.  It would be fun to get a mini-tournament together if we had a couple more people.

2
Spellbook Design and Construction / Yet another Warlord book
« on: December 01, 2014, 10:26:10 PM »
[spellbook]
[spellbookheader]
[spellbookname][/spellbookname]
[mage]Warlord[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=FWA04]2 x  Hurl Boulder[/mwcard]
[mwcard=MWSTX2FFA02]2 x  Hurl Rock[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=FWJ02]1 x  Archer's Watchtower[/mwcard]
[mwcard=FWJ03]1 x  Barracks[/mwcard]
[mwcard=mw1j04]1 x  Battle Forge[/mwcard]
[mwcard=MWSTX2FFJ05]1 x  Construction Yard[/mwcard]
[mwcard=FWJ04]1 x  Garrison Post[/mwcard]
[mwcard=MWSTX2FFW01]2 x  Wall of Earth[/mwcard]
[mwcard=MWSTX1CKW01]2 x  Wall of Steel[/mwcard]
[mwcard=mw1j12]2 x  Mana Crystal[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=MWSTX2FFC06]3 x  Goblin Alchemist[/mwcard]
[mwcard=FWC07]1 x  Grimson Deadeye, Sniper[/mwcard]
[mwcard=FWC09]2 x  Iron Golem[/mwcard]
[mwcard=FWC11]3 x  Orc Butcher[/mwcard]
[mwcard=MWSTX1CKC07]2 x  Dwarf Panzergarde[/mwcard]
[mwcard=FWC01]2 x  Dwarf Kriegsbiel[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MWSTX2FFE02]1 x  Akiro's Favor[/mwcard]
[mwcard=MWSTX1CKE01]1 x  Armor Ward[/mwcard]
[mwcard=MWSTX2FFE04]2 x  Brace Yourself[/mwcard]
[mwcard=FWE03]1 x  Falcon Precision[/mwcard]
[mwcard=FWE06]1 x  Fortified Position[/mwcard]
[mwcard=mw1e02]1 x  Block[/mwcard]
[mwcard=MWSTX2FFE06]1 x  Lion Savagery[/mwcard]
[mwcard=mw1e29]1 x  Nullify[/mwcard]
[mwcard=mw1e36]1 x  Rhino Hide[/mwcard]
[mwcard=mw1e01]1 x  Bear Strength[/mwcard]
[mwcard=FWE09]1 x  Standard Bearer[/mwcard]
[mwcard=mw1e21]1 x  Hawkeye[/mwcard]
[mwcard=mw1e05]1 x  Cheetah Speed[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MWSTX2FFQ03]1 x  Eisenach's Forge Hammer[/mwcard]
[mwcard=MWSTX1CKQ06]1 x  Eagleclaw Boots[/mwcard]
[mwcard=DNQ10]1 x  Meditation Amulet[/mwcard]
[mwcard=mw1q23]1 x  Regrowth Belt[/mwcard]
[mwcard=MWSTX2FFQ04]1 x  General's Signet Ring[/mwcard]
[mwcard=DNQ09]1 x  Wand of Healing[/mwcard]
[mwcard=MWSTX2FFQ05]1 x  Harshforge Plate[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=mw1i04]2 x  Charge[/mwcard]
[mwcard=MWSTX2FFI06]1 x  Defend[/mwcard]
[mwcard=mw1i02]1 x  Battle Fury[/mwcard]
[mwcard=mw1i07]2 x  Dissolve[/mwcard]
[mwcard=mw1i06]1 x  Dispel[/mwcard]
[mwcard=mw1i17]1 x  Minor Heal[/mwcard]
[mwcard=FWI06]1 x  Power Strike[/mwcard]
[mwcard=mw1i19]1 x  Piercing Strike[/mwcard]
[mwcard=FWI08]1 x  Sniper Shot[/mwcard]
[mwcard=FWI10]1 x  Whirling Strike[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

So I used this book a couple of times, beat a Fire Wizard once (barely) and got my butt handed to me by an Earth Wizard using two Gorgons and an Earth Elemental.  The guy I played opened with two mana crystals, a Gate to Votarii, and a Moonglow amulet.  I added two mana crystals to this book after the game to try to keep up with the Wizard's economy next time.  I also added the steel walls, because the earth walls just didn't cut it (gorgons took them out in a round).  I know I should rush a Wizard playing economy, right?  Especially if they play economy for two rounds.  But with what?  Panzerguards only hit for three dice, Kriegsbiels for four, and weak tokens stack up fast.  And Golems can't get weak but are also slow.  I could revamp everything and go with skeletons, but then I'd have a lot fewer creatures to play with.

My original plan for the book was set up Grimson behind a wall with Archer's tower or use Panzerguards to intercept opposing archers or rushers that got too close.  Except then the Earth Elemental gets summoned and Grimson is next to useless.  I think my biggest mistake the last game was trying to focus down the Wizard instead of taking out the Gorgon archers with Grimson. 

I don't want to scrap the book entirely, but I'd like it to be versatile enough to survive at least my local meta.  I think part of my problem is that once I put a card in my book I'm loath to take it out again.

Advice is welcome, as long as I don't have to change anything.   :P  Just kidding, please help.

3
Spellbook Design and Construction / The Craven Maven
« on: November 09, 2014, 10:21:24 PM »
Okay, so this is my first attempt posting a spell book.  The idea of the book is to stay as far away from the action as possible setting up a kill zone in the center of the board.  The armor is for if she gets cornered or teleported.  I have little experience playing (7 games so far) but I'm hoping to increase that now that I've cleared it with my wife.  I know this game totally favors aggro, and I'm out to change that... somehow.  Open to suggestions.  I know this book is flawed.  I don't know what I'll do the first time I face any kind of Wizard.  I've played a Warlock and that wasn't pretty.  Started off well enough but plants got incinerated left and right.

Anyhoo...

[spellbook]
[spellbookheader]
[spellbookname]The Craven Maven[/spellbookname]
[mage]Druid[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=DNA01]2 x  Acid Ball[/mwcard]
[mwcard=MWSTX2FFA02]2 x  Hurl Rock[/mwcard]
[mwcard=mw1a09]2 x  Jet Stream[/mwcard]
[mwcard=mw1a08]2 x  Geyser[/mwcard]
[mwcard=MWSTX1CKA01]2 x  Surging Wave[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=DNW01]2 x  Bloodspine Wall[/mwcard]
[mwcard=DNJ03]1 x  Etherian Lifetree[/mwcard]
[mwcard=DNJ12]1 x  Vine Tree[/mwcard]
[mwcard=mw1j22]1 x  Tanglevine[/mwcard]
[mwcard=DNJ10]1 x  Stranglevine[/mwcard]
[mwcard=DNJ08]3 x  Seedling Pod[/mwcard]
[mwcard=DNJ09]1 x  Samara Tree[/mwcard]
[mwcard=DNJ02]1 x  Corrosive Orchid[/mwcard]
[mwcard=mw1w04]2 x  Wall of Thorns[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=DNC21]4 x  Thornlasher[/mwcard]
[mwcard=DNC20]2 x  Vine Snapper[/mwcard]
[mwcard=DNC10]2 x  Raptor Vine[/mwcard]
[mwcard=mw1c36]1 x  Tarok, the Skyhunter[/mwcard]
[mwcard=DNC06]1 x  Kralathor, The Devourer[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=DNE01]1 x  Barkskin[/mwcard]
[mwcard=mw1e36]2 x  Rhino Hide[/mwcard]
[mwcard=mw1e29]2 x  Nullify[/mwcard]
[mwcard=mw1e02]2 x  Block[/mwcard]
[mwcard=mw1e01]2 x  Bear Strength[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=mw1q07]1 x  Elemental Cloak[/mwcard]
[mwcard=MWSTX1CKQ06]1 x  Eagleclaw Boots[/mwcard]
[mwcard=DNQ04]1 x  Druid's Leaf Ring[/mwcard]
[mwcard=mw1q09]1 x  Enchanter's Ring[/mwcard]
[mwcard=DNQ06]1 x  Mohktari's Branch[/mwcard]
[mwcard=mw1q02]1 x  Bearskin[/mwcard]
[mwcard=FWQ01]1 x  Dancing Scimitar[/mwcard]
[mwcard=FWQ10]1 x  Storm Drake Hide[/mwcard]
[mwcard=DNQ08]1 x  Vinewhip Staff[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=mw1i28]3 x  Teleport[/mwcard]
[mwcard=mw1i24]1 x  Seeking Dispel[/mwcard]
[mwcard=mw1i06]2 x  Dispel[/mwcard]
[mwcard=mw1i07]3 x  Dissolve[/mwcard]
[mwcard=mw1i01]1 x  Banish[/mwcard]
[mwcard=DNI02]2 x  Burst of Thorns[/mwcard]
[mwcard=mw1i12]1 x  Force Push[/mwcard]
[mwcard=DNI04]1 x  Renewing Rain[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

Rd 1 Leaf Ring and tree bond a Vinetree in the corner.  Against a likely solo build, I put down as many vines as I can to hinder movement and cast Vinewhip staff for the stuck condition.  Against opponents that summon big expensive creatures, I invariably banish them, particularly if there are any enchantments on them.  Other than that, I haven't needed much more than a Thornlasher/Vinesnapper/Raptorvine combo.  I teleport the mage to the killzone, keep him there with stuck, occasionally pulling him back in with a snatch.  In my limited experience, the Druid can win most damage races because of the high dice to cost ratio of most of her plants.  Again, I've never faced a Wizard and the one time I faced a Forcemaster I got bouldered to death.  Hence the blocks.

4
General Discussion / Tales of a Miserable Mage
« on: May 22, 2014, 11:04:49 AM »
Played a couple games as a Druid last night (representing my 5th and 6th games total).  First game I turtled, planning to set up a Thornlasher/Bloodspine congo line that never got started.  My opponent played a Beastmaster who put Bear Strength and Eagle Wings on Makunda.  Then he teleported me away from the Thornlashers.  The second match he played a Forcemaster who destroyed me in 4 rounds with Galvatar and a couple of hurled boulders.

What I learned so far:

-- I can't afford to split spells up between keeping books for beginngers and try to make a coherent book for more competive play at the same time (only have one core set at present)
-- I need a plan for causing damage that happens FAST.  This game is over way too quickly to build up slowly.
-- I'm not very good at this game (yet).

I'm not discouraged, though.  It's still a fun game even when I'm getting mulched.  I got to dissolve my opponents elemental wand and dancing scimitar and hit him once with Togorah against the Forcemaster.

5
Player Feedback and Suggestions / Abhorent to Nature
« on: May 13, 2014, 02:44:53 PM »
Been thinking of a possible card that affects non living, sort of a 'turn undead' spell (only it might possibly affect golems and jellies as well?).  It does no damage but forces the creature to take a move action away from the caster on its next action.  Could be a holy/nature spell.  This would differ from a force push in that it forces the creature to use an action to move.  Could be an minor alternative to Teleport for Nature/Holy mages.  Might be balancing issues, but I like the general concept.

6
Off topic / To play or not to play
« on: May 09, 2014, 12:03:45 PM »
So my wife and I have a game night every other Friday, generally.  Normally the crowd is small, but for whatever reason a bunch of people who are invited but never show up have confirmed that they're coming tonight.  My dilemna is this:  do I hijack one of the players to introduce them to Mage Wars and be antisocial to the rest of the group or do I play a group game with everybody and leave MW for another day?  Oh, and I would love to play a four player game of MW but haven't talked the wife into buying a second set (yet).

7
League / Tournament Play / Madison WI
« on: May 06, 2014, 07:57:39 PM »
Hello,

Just wondering if the group still meets at I'm Board.  Saw it's still there on their schedule.

8
Frequently Asked Questions / Hydro immunity/acid
« on: April 29, 2014, 02:51:32 PM »
Is acid a subtype of water school? 

If so, if a creature is hydro immune, does that mean it is also acid immune?

I looked but couldn't find an answer in the FAQs. 

(Sorry if my looking sucked.  Also sorry if the question is already obviously answered in the rules.)

 :-[

9
Strategy and Tactics / My thought on Seedling Pods
« on: April 28, 2014, 08:07:42 PM »
Howdy!  I'm new to the game and new to the boards, but I'm definitely hooked on MW!  Even though I've played a total of 3 games, I thought I'd take the opportunity to shoot my big mouth off.  Seriously though, I love the amount of discussion this game generates. 

The contrarian in me wants to find uses for cards that are maligned, and I had a thought about seedling pod.  The knock against them is they don't generally live long enough to earn back the mana you burned in creating them.  To which I say... so what?  You'd burn 2+2 mana on a block to stave off an attack on your mage, but you won't spend a measly two mana (2 with a leaf ring) on a spell that may save you some mana in the long run and in exchange you might get to summon a creature on a later turn (a full action) for what cost you a quick action?  If my opponent is wasting time stepping on seedling pods that's time they're not stepping on my mage.  Sure, there's the psychological pain of losing the mana that stacks on them if it doesn't make it to round 3, but isn't that really just bait?  And if they're not squashed, you've traded a quick action for a full round action if you do manage to summon something.  This is just an idle theory for now (one which I plan to test next chance I get).

Just wanted to say, I think this is a really great forum.  I've never seen the game of Go compared to another board game before, nor have I seen such in an in depth comparison involving the Art of War with another board game.  I hope Mage Wars continues to prosper in the future.

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