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Topics - Knabbmaster

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Creative / Alt Wizard speculation
« on: October 10, 2020, 07:14:31 AM »
Since we know that we might get an alt wziard/forcemaster in the upcomming set I thought it would be fun to come up with ideas for potential ablities that she might have.

Given that the current Wizard is not only strong but also extremly flexible, we are already be able to build around any arcane or air spell with him, this makes it so that the female wizard isn't required to support any specific stratergy, instead she herself should be intresting IMO.

The one restriction I see with designing her is that she can't be too strong, because she A has acess to Gate to Voltari which is already strong and B mana denail which we don't want to be seeing too much play. I think it would be highly risky to make her stronger than (or equal to) the original wizard.

Overall power isn't the only reason that mages see play though she could be highly specialized, based entirely on theme, be a fun mage or make it so that even though she is weak she will let the player using her avoid one frustration aspect of the game (frustrating aspects can be: too long games, too short games, hidden information, randomness and so on).

Basing her on theme (and the fact that she has an hourglass) I came up with the following:

120 spellbookpoint, 10 channeling, basic melee of 3 dice (almost obvious).
Trained in the Arcane school of magic (air is not a must IMO)
29 life, lumbering (she is an old lady, though to be fair if her hair was black she would almost look young).

Dissipate 7, 'Instead of removing dissipate tokes from your mage during the upkeep phase place them on your mage stats card, if you ever run out of dissipate tokens on your mage card you lose the game. '
(The sand in her hourglass is running out!)

'As a full action you may swap all the dissipate token on your mage card and your mage stats card.'
(She can flip the hourglass to avoid death.)

'You may move a dissipate token from your mage card to your mage stats card to:
  • Gain 1 extra mana during the channeling phase.
  • Let a friendly creature make an extra move action during it's activation.
  • When you cast a spell with dissipate X give it one more dissipate token.
  • After you cast an arcane incantation you may cast it again with new targets as a free action.

Each ability may only be used once per round.'
(She can manipulate time to get stronger, but then she will also run out quicker.)

'When you activate your mage, you may pay 1 mana and all your move actions this round are teleports to the next zone.'
(I just really think this is cool, and it makes her harder to kill.)

Do you have any ideas/speculations for the alternate Wizard?

EDIT: here is the actual art https://i.pinimg.com/originals/6a/f6/aa/6af6aab3d6f1f5db5aa6001e2dd1fd4a.png

General Discussion / My thoughts on mage wars wrap up
« on: October 06, 2020, 01:18:57 PM »
There are a few cards/changes from the mage wars wrap up project (https://www.dropbox.com/sh/nifbqikhcff4a6l/AAB3UZtoe9j96LvAz5PawA2Na?dl=0) that I am not a huge fan of, this has little to do with balance and obviously I feel much more stongly about certain issues than others.

The things that I am unhappy with are:
  • Alternate Wizard/Forcemaster
  • Natural pandemonium (the Elementalists spawnpoitnt)
  • The ehtereal change
  • The Elementalist
  • The Monk
  • The general philosophy

Alternate Wizard/Forcemaster
I think that it just makes sense to include the alternate Wizard and Forcemaster in the promo set. The artwork for these mages has been out for 5-6 years, including them would only take up 4 card slots in the expansion (so you would trade a playset of some random card for these 2 mages) and even though there isn't much time to balance them you could just make them really weak and thus make sure that they don't break the game. I certainly feel like prining weak versions of them is WAY better than not printing them at all.

Natural pandemonium (the Elementalists spawnpoitnt)
You could definitively make a good argument that this card is broken, but that is not really what I am trying to point out here. Against most spawnpoints you have 3 general stratergies: go for the mage, go for their creatures or go for the spawnpoint itself. Some spawnpoint like the Vine tree or graveyard make it HARD for the opponent to play in a certain way but not in the in the way that the Pandemonium makes it impossible for people to focus on creatures. I think it would be far less frustrating to play against if it was just really hard to kill all of the Elementalists creatures, like you don't really feel that creative about your solutions after you have decided to build a book that will try to destoy the enemy spawnpoint by round 4 for the 12th time in a row. I think you should limit the reanimation to once per round, make it cost more mana to reanimate and/or make the Pandemonium take damage whenever it brings something back. It feels good to have more options, even if they are bad.

The Natural Pandemoniums ability to get a discount based on the number of adjacent zones feels forced and unthematic imo (also this is not a huge deal). I understand why you gave it this ability, but I think it would be better if it made more thematic sense, some examples of how to make it feel better (to me): have it require something specific to actually be in those zones for it to get a discount, have it rotate 90 degrees during upkeep and only let it summon things in the zone it points to, pretend that is is massive in size and that it takes up a zone all of it's borders in order to be placed on the board, or litterally any change that helps explain the theme.

The ethereal change
I mentioned on discord that I thought it would be way better to buff incorporeal with a new card rather than a rules change. Knowing that not all rules in the rulebook apply makes it less reliable, the change makes the game slightly more complex and it could make the game feel even more different for a returning player. It should be easy to just make a card that either protects the incorporeal creatures or a card that gains a buff when they die, unless it is impossible to find artwork for such a card. Another crazy option would be to just leave incorporeal alone.

The Elementalist
Some very minor things. It feels awkward that the glyphs have different costs, I know that this might almost sound silly but it would be a lot less information to remember, probably feel smoother in a way and I don't think it would change her playstyle that much. I really think that she should have a basic melee of some sort, there really isn't any thematic explanation as to why she can't throw punches and I also think that not having a basic melee can make her harder to balance since she has so no reusable way to deal damage, which then requires compensation... and yeah. I also feel that both the monk and elementalist are slightly too complicated, I mean  I actually felt somewhat intimidated by the amount of text.

The Monk
It really didn't feel good for me to play the Monk I just felt really strangeled by not having any of the big plays that the quick cast markes offers. (IMO) There is also no good thematic explanation as to why he has 2 action markers, like if you showed me the ability without the theme I would probably guess that it had to do with time manipulation and not martial arts, I also think it is odd that he runs twice as fast as any other creature in the game and that he is the mage that has the least use for melee attack spells. The double action markers forces you to stop him from gaining melee + X which also makes no thematic sense and it is just to solve balance. He was supposed to be a solo-mage but all you really need for that to work is passive healing and burst damage.

A couple of suggestions to change him would be to: remove all ablitites aside form the once that have to do with ki, let him guard or melee attack with his qc marker (instead of removing it) or if you really want 2 action markers give him 2 mage cards (where one is a human and the other is just a spirit) so that there is no quad movement or things like that and actually makes more thematic sense.

The general philosophy
I have faced arguments such as: 'as long as it isn't more broken than the gate or melee attack spells it's fine', 'as long as it is not as frustrating to play against as mana denail it is fine', 'as long as it's matchups are not as onesided as the necromancers it is fine' and so on.
I really think it is unhealthy to use the worst possible examples as measuring sticks, A because you should try to replicate the best and not the worst things in mage wars and B because you could easily set a new bar by accident this way.
Aditionally I think that many of you value balance too much. The most important factor, even as a competetive player is that the strongest books are fun and skillful, because these are the books that you will actually be forced to sit down and play with for hours and hours.

Strategy and Tactics / Current meta
« on: March 11, 2019, 09:12:13 AM »
What does the current metagame look like, which mages are the strongest and how are players trying to beat them?

I haven't been very active lately and the last time I felt like I had at least some understanding of the mage wars meta was probably rigth before the wizard nerf. There are not a ton of discussions about the metagame and the ones I have seen have been about the strenght of specific cards like the bees and not about builds or archetypes.

Also how are cards like the disciple and leviathan treated in competetive play? They really do change things.

The picture I am currently having in my mind is that you can run gate wizard, disciple priestess and rushes with big creatures. But that there should still be an endless amount of 40% winrate books. How wrong am I?

Creative / Mage ideas
« on: July 04, 2017, 01:08:18 PM »

32 life     chanel 10
Traning: holy level 2 and mind level 2. War and dark spells cost tripple.

Peaceful mind.
During each upkeep phase you gain one aura token for every 10 mana in your supply. At the end of each round all aura tokes get discarded. When you have priority however you may spend any number of them to: gain 1 mana for each you spent, +1 melee until the end of the round or heal 1 damage.

As an full action you may place your Anticipation token on your mage. When you are melee attacked you may spend 3 mana or 2 mana if the attacker is a minor level creature to dodge the attack. As long as you still spend the mana you can dodge any number of attacks but the token goes away at the end of the round and will need to be reassigned for furher use.

Basic attack: quick, melee, 2 dice 7+ daze.

Spellbook Design and Construction / Forum made spellbook: intercept guards
« on: February 24, 2015, 04:55:44 AM »
[spellbookname]Forum made spellbook[/spellbookname]
[mwcard=DNJ09]1 x  Samara Tree[/mwcard]
[mwcard=mw1c13]1 x  Fellella, Pixie Familiar[/mwcard]
[cost]Total cost: 5 pts[/cost]

This is what it looks like so far.

If anyone thinks that we need more than one copy just comment.

Spellbook Design and Construction / Forum made spellbook: treebond
« on: January 22, 2015, 12:28:22 PM »
Last time the druid, anvil throne warlord and the adramelec warlock all were tied for first place that's why I let the dice decide which one it would be.

Rules Discussion / Rise again
« on: January 19, 2015, 12:51:12 PM »
What would happen if both players had [mwcard=DNE02]Rise Again[/mwcard] on the same creature and the creature gets destroyed who will get too reanimate it then?

Spellbook Design and Construction / Forum made spell book
« on: January 11, 2015, 11:24:28 AM »
I had an fun idea too see what book the forum can create I will start different polls different questions like: which mage, win condition how too deal with enchantments... And see what the results are. Please come with suggestions about what topic too have next time or remind me if I forgot something.  ;)

Spellbook Design and Construction / Feedback for priestess build
« on: December 30, 2014, 08:43:03 AM »
[mwcard=DNA01]3 x  Acid Ball[/mwcard]
[mwcard=MWSTX1CKA01]1 x  Surging Wave[/mwcard]
[mwcard=mw1j08]1 x  Hand of Bim-Shalla[/mwcard]
[mwcard=mw1j23]1 x  Temple of Asyra[/mwcard]
[mwcard=mw1j24]1 x  Temple of Light[/mwcard]
[mwcard=mw1j12]2 x  Mana Crystal[/mwcard]
[mwcard=mw1j22]1 x  Tanglevine[/mwcard]
[mwcard=mw1w01]2 x  Fog Bank[/mwcard]
[mwcard=mw1c02]2 x  Asyran Cleric[/mwcard]
[mwcard=mw1c06]1 x  Brogan Bloodstone[/mwcard]
[mwcard=MWSTX1CKC06]2 x  Guardian Angel[/mwcard]
[mwcard=mw1c22]3 x  Knight of Westlock[/mwcard]
[mwcard=mw1c28]4 x  Royal Archer[/mwcard]
[mwcard=mw1e11]1 x  Divine Intervention[/mwcard]
[mwcard=MWSTX1CKE02]2 x  Divine Might[/mwcard]
[mwcard=mw1e12]1 x  Divine Protection[/mwcard]
[mwcard=MWSTX1CKE03]3 x  Healing Charm[/mwcard]
[mwcard=mw1e37]1 x  Sacred Ground[/mwcard]
[mwcard=mw1e36]2 x  Rhino Hide[/mwcard]
[mwcard=MWSTX2FFE06]1 x  Lion Savagery[/mwcard]
[mwcard=mw1e01]1 x  Bear Strength[/mwcard]
[mwcard=mw1e20]1 x  Harmonize[/mwcard]
[mwcard=mw1e29]1 x  Nullify[/mwcard]
[mwcard=DNQ10]1 x  Meditation Amulet[/mwcard]
[mwcard=mw1q13]1 x  Ivarium Longbow[/mwcard]
[mwcard=mw1q15]1 x  Leather Boots[/mwcard]
[mwcard=mw1q16]1 x  Leather Gloves[/mwcard]
[mwcard=mw1q03]1 x  Crown of Protection[/mwcard]
[mwcard=FWQ10]2 x  Storm Drake Hide[/mwcard]
[mwcard=FWI04]1 x  Force Wave[/mwcard]
[mwcard=FWI07]1 x  Repulse[/mwcard]
[mwcard=FWI08]1 x  Sniper Shot[/mwcard]
[mwcard=MWSTX2FFI06]1 x  Defend[/mwcard]
[mwcard=mw1i06]3 x  Dispel[/mwcard]
[mwcard=mw1i24]2 x  Seeking Dispel[/mwcard]
[mwcard=mw1i13]1 x  Group Heal[/mwcard]
[mwcard=mw1i17]2 x  Minor Heal[/mwcard]
[mwcard=mw1i14]1 x  Heal[/mwcard]
[mwcard=mw1i07]2 x  Dissolve[/mwcard]
[cost]Total cost: 120 pts[/cost]

Any feedback?

Spellbook Design and Construction / Invisible woman
« on: December 18, 2014, 10:13:48 AM »
[spellbookname]Invisible woman [/spellbookname]
[mwcard=mw1j04]1 x  Battle Forge[/mwcard]
[mwcard=mw1e36]6 x  Rhino Hide[/mwcard]
[mwcard=mw1e32]6 x  Regrowth[/mwcard]
[mwcard=MWSTX2FFE06]4 x  Lion Savagery[/mwcard]
[mwcard=mw1e01]6 x  Bear Strength[/mwcard]
[mwcard=mw1q15]6 x  Leather Boots[/mwcard]
[mwcard=mw1q16]6 x  Leather Gloves[/mwcard]
[mwcard=DNQ07]6 x  Veteran's Belt[/mwcard]
[mwcard=mw1q06]6 x  Dragonscale Hauberk[/mwcard]
[mwcard=mw1q29]4 x  Staff of Asyra[/mwcard]
[mwcard=mw1q24]6 x  Ring of Asyra[/mwcard]
[mwcard=mw1q19]2 x  Mage Wand[/mwcard]
[mwcard=mw1i17]6 x  Minor Heal[/mwcard]
[mwcard=mw1i14]4 x  Heal[/mwcard]
[cost]Total cost: 120 pts[/cost]

I will start by casting battle forge and then start equip my mage like crazy. Corrode markers are no problem for the priestess and against dissolve i will simply cast more equipment if my opponent is not running 6x dissolve they might be in trouble same thing with enchants my priestess will be invisible.

I know that it is possible too make this better but I still think that this is an force too be recon with.

Spellbook Design and Construction / Plant control build
« on: December 16, 2014, 01:37:23 PM »
[spellbookname]Plant control[/spellbookname]
[mwcard=DNA01]4 x  Acid Ball[/mwcard]
[mwcard=mw1a08]1 x  Geyser[/mwcard]
[mwcard=MWSTX1CKA01]2 x  Surging Wave[/mwcard]
[mwcard=DNJ02]2 x  Corrosive Orchid[/mwcard]
[mwcard=mw1j13]3 x  Mana Flower[/mwcard]
[mwcard=DNJ06]2 x  Nightshade Lotus[/mwcard]
[mwcard=DNJ03]1 x  Etherian Lifetree[/mwcard]
[mwcard=DNW01]2 x  Bloodspine Wall[/mwcard]
[mwcard=DNC06]1 x  Kralathor, The Devourer[/mwcard]
[mwcard=DNC10]3 x  Raptor Vine[/mwcard]
[mwcard=DNC21]3 x  Thornlasher[/mwcard]
[mwcard=DNC20]3 x  Vine Snapper[/mwcard]
[mwcard=DNE01]1 x  Barkskin[/mwcard]
[mwcard=mw1e01]3 x  Bear Strength[/mwcard]
[mwcard=mw1e03]2 x  Bull Endurance[/mwcard]
[mwcard=mw1e05]1 x  Cheetah Speed[/mwcard]
[mwcard=MWSTX2FFE06]1 x  Lion Savagery[/mwcard]
[mwcard=mw1e36]6 x  Rhino Hide[/mwcard]
[mwcard=mw1e32]2 x  Regrowth[/mwcard]
[mwcard=MWSTX1CKE04]2 x  Enchantment Transfusion[/mwcard]
[mwcard=mw1e23]2 x  Jinx[/mwcard]
[mwcard=mw1e29]2 x  Nullify[/mwcard]
[mwcard=mw1e07]1 x  Cobra Reflexes[/mwcard]
[mwcard=mw1e13]1 x  Eagle Wings[/mwcard]
[mwcard=mw1q16]1 x  Leather Gloves[/mwcard]
[mwcard=DNQ07]2 x  Veteran's Belt[/mwcard]
[mwcard=mw1q02]3 x  Bearskin[/mwcard]
[mwcard=DNQ04]1 x  Druid's Leaf Ring[/mwcard]
[mwcard=mw1q09]1 x  Enchanter's Ring[/mwcard]
[mwcard=MWSTX1CKQ06]2 x  Eagleclaw Boots[/mwcard]
[mwcard=mw1i06]1 x  Dispel[/mwcard]
[mwcard=mw1i21]1 x  Purge Magic[/mwcard]
[mwcard=mw1i24]2 x  Seeking Dispel[/mwcard]
[mwcard=mw1i25]1 x  Shift Enchantment[/mwcard]
[mwcard=mw1i28]2 x  Teleport[/mwcard]
[mwcard=mw1i23]3 x  Rouse the Beast[/mwcard]
[cost]Total cost: 120 pts[/cost]

This is my build for the Druid what do you think I should change if there is some thing I should do different.

Rules Discussion / Idol of pestilence
« on: December 15, 2014, 12:43:40 PM »
What happens if both mages only have 1 life left during the upkeep phase and the only thing that takes effect is idol of pestilence??

Spellbook Design and Construction / Zombie necromancer
« on: December 14, 2014, 11:25:05 AM »
[spellbookname]Zombie necromancer[/spellbookname]
[mwcard=DNA01]3 x  Acid Ball[/mwcard]
[mwcard=MWSTX2FFA02]2 x  Hurl Rock[/mwcard]
[mwcard=mw1a06]1 x  Flameblast[/mwcard]
[mwcard=mw1a05]1 x  Firestorm[/mwcard]
[mwcard=FWJ05]1 x  Mana Prism[/mwcard]
[mwcard=mw1j19]1 x  Deathlock[/mwcard]
[mwcard=DNW02]2 x  Wall of Bones[/mwcard]
[mwcard=DNC08]4 x  Unstable Zombie[/mwcard]
[mwcard=DNC19]4 x  Venomous Zombie[/mwcard]
[mwcard=DNC22]3 x  Zombie Brute[/mwcard]
[mwcard=DNC24]4 x  Zombie Minion[/mwcard]
[mwcard=mw1e36]3 x  Rhino Hide[/mwcard]
[mwcard=mw1e32]1 x  Regrowth[/mwcard]
[mwcard=mw1e09]2 x  Agony[/mwcard]
[mwcard=mw1e25]1 x  Maim Wings[/mwcard]
[mwcard=mw1q08]1 x  Elemental Wand[/mwcard]
[mwcard=FWQ10]1 x  Storm Drake Hide[/mwcard]
[mwcard=mw1q33]1 x  Wind Wyvern Hide[/mwcard]
[mwcard=mw1q06]1 x  Dragonscale Hauberk[/mwcard]
[mwcard=DNQ01]1 x  Cloak of Shadows[/mwcard]
[mwcard=DNQ02]1 x  Death Ring[/mwcard]
[mwcard=DNQ05]1 x  Libro Mortuos[/mwcard]
[mwcard=mw1q23]1 x  Regrowth Belt[/mwcard]
[mwcard=mw1q19]1 x  Mage Wand[/mwcard]
[mwcard=DNQ10]1 x  Meditation Amulet[/mwcard]
[mwcard=MWSTX1CKQ06]1 x  Eagleclaw Boots[/mwcard]
[mwcard=mw1i07]1 x  Dissolve[/mwcard]
[mwcard=DNI01]1 x  Animate Dead[/mwcard]
[mwcard=mw1i08]1 x  Drain Life[/mwcard]
[mwcard=DNI06]1 x  Zombie Frenzy[/mwcard]
[mwcard=mw1i06]1 x  Dispel[/mwcard]
[mwcard=mw1i21]1 x  Purge Magic[/mwcard]
[mwcard=mw1i24]1 x  Seeking Dispel[/mwcard]
[mwcard=mw1i28]1 x  Teleport[/mwcard]
[cost]Total cost: 120 pts[/cost]

If my opponent play slowly

Round 1: (20 mana)
For my full action I will stay in my corner and cast death ring and then cast libro.
Round 2: (16 mana + 1 on libro)
Deploy zombie brute and then cast + use amulet.
Round 3: (16 + 1 mana)
Deploy another zombie brute qc cloak of shadows and use amulet.
Round 4: (14+1 mana)
Deploy another zombie brute use amulet and qc mage wand with zombie frenzy attached to it.

If my opponent goes aggressive I will switch to

Round 2: (16+1 mana)
Deploy venomous zombie qc cloak of shadows and then cast rhino hide on myself.
Round 3: (10+1 mana)
Deploy venomous zombie then cats and use amulet.

The cloak of shadows is an amazing card that usually delays the opponents attack for one entire round. In most matchups I will have endgame advantage but it is not easy for them to attack me either because they have to get close to me and then all of my zombies are waiting for the to come.

Things that I want to point out:
Against beastmaster swarm I will bind hurl rock to my mage wand and since all of his smaller creatures cost more then 4 mana but don't survive more than 5 damage this is an effective way to stop them.
Against mana denial/solo mage I will stop summoning creatures when I have about 3-4 of them out, play mana prism and start using zombie frenzy.
Vs. heavy enchantment based builds I will use seeking dispel to get rid of nullify and enchantment transfusion and then play purge magic.
I included flameblast only to deal with kralathor since it can be such a big threat to this build.
Vs force masters I play eagle claw bots and agony to slow the game down and all my creatures are undead so if I survive long enough I will once again win.
If someone plays one big flying creature I will counter that with acid ball and miam wings and then my zombies kill it. Also really big creatures are often good to reanimate.
This build is based on my two wands to save me spell points if one of them is gone I might be in trouble sometimes. There is really no matchup I feel uncomfortable with and that's why I like this build a lot.

Any feedback?

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