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Topics - Obsidian Soul

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General Discussion / Ideas for New Traits
« on: June 01, 2018, 10:15:25 PM »
I was just wondering if anyone was willing to share ideas for new traits.  I will share one of my own.


When a living creature with the Reincarnation trait suffers any form of destruction, their controlling player may immediately go through their spellbook for a new living creature with the Reincarnation trait and cast it without using an action, reducing the mana cost of the new living creature with Reincarnation by the level of the old living creature with Reincarnation.  Their controlling player may place the new living creature with Reincarnation in the same zone as their mage or in the zone of the old living creature with Reincarnation.  Finally, living creatures with Reincarnation are immune to the Devour trait and creatures with the Devour trait that destroy living creatures with Reincarnation do not gain any benefits from the Devour trait.

Spellbook Design and Construction / Old Time Wizard
« on: May 24, 2018, 11:01:14 PM »
A native of the land of Sortilege, the Old Time Wizard is a veteran of the competitive academic environment of the ancient city of Sor Alora.  While he is more comfortable teaching apprentices about the nature of Voltari or researching the mating rituals of the sprites of the forest of Sortilege, he is an experienced combatant in the arenas of Etheria.  After defeating his opponents in the arena, he returns to the more dangerous battlefields within the academies of Sor Alora.

Attack Spells
   Arc Lighting-4
   Jet Stream-4
   Lightning Bolt-4
   Thunder Bolt-2

   Fog Bank-4
   Mana Crystal-2
   Mohktari, Great Tree of Life-1
   Wall of Poison Gas-2
   Wizard's Tower-1

   Devouring Jelly-2
   Gargoyle Sentry-4
   Gorgon Archer-2
   Whirling Spirit-2

   Arcane Ring-1
   Elemental Cloak-1
   Elemental Wand-1
   Leather Chausses-1
   Lightning Ring-1
   Mage Staff-1
   Mage Wand-1
   Moonglow Amulet-1
   Regrowth Belt-1
   Storm Drake Hide-1

   Akiro's Favor-1

   Force Push-2

   The Old Time Wizard spends his first three turns building up his channeling up to 14 and bringing out a Gargoyle Sentry and a Nullify.  Depending on the actions of his opponents, he might concentrate on frying his opponent with attack spells or he might summon his Whirlwind Spirits and use them to push his opponent, and his opponent's creatures, through the Walls of Poison Gas.  If his enemy makes the mistake of giving him enough time to prepare, he will equip Jet Stream on an Elemental Wand and Force Push on a Mage Wand, so he and his Whirlwind Spirits can push up to four creatures through Walls of Poison Gas every turn.  During an emergency, he will use Fog Banks to break his opponent's line of sight, though he often prefers to see his enemy so he can strike them down with his lightning bolts.

Spellbook Design and Construction / Swamp Druid
« on: May 23, 2018, 11:51:56 PM »
The Swamp Druid lives on the borders of the Wychwood and the Darkfen.  She assists the villages of the Swamp Elves and protects the flora of the border swamps from the fell necromancers of the Darkfen.  On occasion, she will travel into the Darkfen to collect rare plants and travel into the Wychwood to plant them away from the influence of the Darkfen. 

Acid Ball*2
Surging Wave*2

Corrosive Orchid*4
Mana Flower*2
Vine Tree*1
Wall of Thorns*2

Raptor Vine*4
Vine Snapper*4

Bear Strength*1
Cheetah Speed*1
Falcon Precision*1
Hydrothermal Vents*2
Lion Savagery*1
Poisoned Blood*2
Rhino Hide*1

Druid's Leaf Ring*1
Elemental Wand*1
Leviathan Scale Armor*2
Mage Wand*1
Ring of the Ocean's Depths*1
Vinewhip Staff*1

Burst of Thorns*4

The key strategy of the Swamp Druid is to hinder the ability of enemy creatures by using the Swamp.  She uses her vine markers to cast her creatures into the Swamp, usually in Thornlasher and Vine Snapper combinations, supported by Corrosive Orchids, and uses her Thornlashers to drag creatures into the Swamp before weakening them with her Corrosive Orchids and devouring them with her Vine Snappers.  She uses her Raptor Vines to hunt down the creatures that avoid the Swamps and uses an enhanced Kralathor to dispose of large creatures (with Bear Strength, Cheetah Speed, Lion's Savagery, and Falcon Precision, Kralathor is capable of killing most creatures in two attacks).  With her Acid Balls and her Rusts, she melts the armor off of opponents and, with her Poisoned Bloods, she prevents them from healing after her plants start chewing on them.

Mages / Thoughts about the Priestess
« on: May 23, 2018, 09:04:01 AM »
So, I was wondering what people thought about the Priestess now that we are in the sixth year of Mage Wars.  One of the base mages, she is the premier healer mage, though she does have competition from the Paladin and Priest.  She is also my favorite mage.

In my mind, the Priestess has two strengths: healing and protection.  With her special abilities, she can easily achieve 40 life in a game.  With her healing, she can easily survive taking 60 points of damage in a game.  With cards like Circle of Protection, Consecrated Ground, Eye for an Eye, and the Pillar, she does not terribly care or worry about being swarmed, as she can usually recover from the damage within a turn or two while her enemies cannot.

In addition, her creatures are generally powerful and, if expensive, tend to punch above their weight limit and have surprising synergy, which anyone who has gone up against two Knights of Westlock backed up by two Guardian Angels can agree with.  While a number of her legendary creatures tend to be too expensive, such as the majority of the named angels, her non-legendary creatures tend to be solid.  I think that she is still a competitive mage, but what do you think?

General Questions / Casting Equipment on Enemy Mages
« on: January 17, 2018, 03:37:38 PM »
I was curious about something.  Let us say that I am a Priestess and I am facing a Warlord with a Mage Wand in the shield hand.  Can I cast a Wand of Healing on him to replace his Mage Wand (sending it back to his spellbook)?  If so, is it a viable mana denial and spellpoint denial strategy, as the Wand of Healing costs me only two mana while the Mage Wand costs him five mana and as the Wand of Healing costs me only one spellpoint while the Mage Wand cost him six spellpoints?  Even if he replaces it the next turn with a Mage Wand, it will go back to my spellbook unless he uses Dissolve, and I can always use cast another Wand of Healing after he replaces the Wand of Healing in order to deny him use of his Mage Wand.

Creative / Vampiress
« on: January 09, 2018, 08:29:31 PM »

The vampiress is a Necropian vampiress who survived long enough to develop the legendary magic of the elder vampires.  She possess trained in the Dark and Water schools and pays triple for spells in the Holy and Fire schools.  She possess a Channeling of 9 and a Life of 38.  She also possess +1 Melee, Vampirism, and Vampiric Flight (when she activates during a turn, she may pay one mana to gain Flying during her action).

General Discussion / Vampire Necromancer or Vampire Warlock?
« on: January 09, 2018, 06:21:14 PM »
I have long thought that it was odd that the Necropian Vampiress has never found a place among the Dark Mages of Mage Wars.  The Necromancer prefers Undead while Warlocks prefer Demons, so the Necropian Vampiress tends to be left out of the majority of Dark spell books that I have seen.  How often do you see the Necropian Vampiress appear in play?

Creative / Witch
« on: January 07, 2018, 10:36:24 PM »

The Witch is a human practitioner of the darker folk magic traditions of Etheria and uses her magic to protect her community from predatory mages and invading armies.  She possess training in the third level of Dark and the third level of Nature due to her innate talents, but she pays triple for Arcane spells and triple for War spells because she lacks formal training.  She possesses Channeling 10, Life 32, and two special abilities:

Dark Soul: The Witch gains mana equal to the level of the first creature destroyed in the arena during a turn. 

Hex Doll: The Witch may designate a creature that she summons to serve as a Hex Doll buy paying additional mana equal to its level when she summons it.  While the Hex Doll is in the same zone as the Witch, the first enchantment or incantation cast by an opposing mage that targets the Witch during a turn will target the Hex Doll instead (if the Hex Doll is not a legal target, the enchantment or incantation will target the Witch as normal, but the Hex Doll ability applies to the next enchantment or incantation that target's the Witch).  If the Hex Doll dies, the Witch may summon a new creature to serve as her Hex Doll.

Notes: I changed Dark Soul and Hex Doll for game balance purposes.

Creative / New (and Silly) Mages
« on: January 05, 2018, 05:30:52 PM »
The Baker

The Baker is a practical mage that uses the magic of flour and yeast to compete in the Arena.  With Channeling 9 and Life 38, the Baker is trained in Nature and Fire and pays triple for War and Water.  The Baker possess two special abilities.  The first is Gingerbread Mastery, which allows her to cast Gingerbread versions of Nature creatures (giving them Nonliving and Psychic Immune) by increasing the cost of the Nature creature by its level.  The second is Quick Baking, which allows her to spend one mana during Upkeep to repair one Nonliving Corporeal Creature or Nonliving Corporeal Conjuration by the result of one attack die.  Tell me what you think and fell free to add your own new (and silly) mages.

Spellbook Design and Construction / Heavy Metal Priestess
« on: January 04, 2018, 09:56:27 AM »
I just wanted to share my latest iteration of my Westlock Priestess.  Her strategy involves a defensive phase (relying on her Guardian Angels and Temple Guards to defend her) and then an offensives phase (relying on her Knights of Westlock).  She switches from defense to offense when she gets six creatures out, though she possesses a decent offensive capability with Luminous Blasts and the Staff of Asyra if her opponent presses his or her attack too quickly.

Attack Spells (6 Spellpoints)
-Luminous Blast: 6

Conjuration Spells (10 Spellpoints)
-Consecrated Ground: 2
-Hand of Bim-Shalla: 1
-Mana Crystal: 2
-Pillar of Righteousness: 1
-Temple of Meraveran: 1

Creature Spells (36 Spellpoints)
-Guardian Angels: 4
-Knight of Westlock: 4
-Temple High Guard: 4

Enchantment Spells (21 Spellpoints)
-Akiro's Favor: 1
-Circle of Protection: 2
-Divine Intervention: 1
-Eye for an Eye: 4
-Knight's Courage: 2
-Nullify: 2
-Rhino Hide: 1

Equipment Spells (15 Spellpoints)
-Dawnbreaker Ring: 1
-Dragonscale Hauberk: 1
-Elemental Cloak: 1
-Helm of Justice: 1
-Mage Wand: 1
-Moonglow Amulet: 1
-Ring of Asyra: 1
-Staff of Asyra: 1

Incantation Spells (32 Spellpoints)
-Dispel: 2
-Dissolve: 2
-Heal: 4
-Minor Healing: 4
-Purify: 2
-Remove Curse: 2
-Teleport: 2

The spellbook reflects my philosophy of increasing channeling and creature superiority.  The first turn is Mana Crystal and Guardian Angel.  The second turn is Mana Crystal and Moonglow Amulet.  The third turn is Ring of Asyra and Knight of Westlock.  With a Channeling of 13, she can hardcast a creature every turn, and get up to six creatures by turn seven (two Guardian Angels, two Knights of Westlock, and two Temple High Guards).

Alternative Play / Mage Wars Duo Team Match Rules
« on: December 31, 2017, 11:29:12 PM »
I just wanted to share some rules that I have come up with concerning duo teams matches after a discussion with silverclawgrizzly yesterday afternoon.  I would appreciate any feedback on the rules so I can improve them, and I would love to hear back from anyone who uses the rules in order to find out how well they work.  I plan on testing them the next time I play Mage Wars if I can convince the other player to use the rules. 

Mage Wars Duo Team Match Rules

In Mage Wars Duo Team Match Rules, each of the players controls one Arena Mage (the Hero) with one Hero Spellbook and one Academy Mage (the Sidekick) with one Sidekick Spellbook.  The player constructs the Hero Spellbook with 120 spell points using Arena rules and the Sidekick Spellbook with 40 spell points using Academy rules.  The Hero may only prepare and cast spells from the Hero Spellbook while the Sidekick may only prepare and cast spells from the Sidekick Spellbook. 

The Hero is a level six Mage Creature while the Sidekick is a level four Mage Creature.  While any Hero may ally with any Sidekick, the team is more effective if they share the same class.  If the Hero and the Sidekick share the same class, they receive a +1 bonus on any and all of their effect die roll results (including the effect die rolls to determine Initiative during the first turn and to break ties at the end of Duo Team Tournaments).  Sidekicks may tap into the Mana Supply of their allied Hero as if they possessed the Familiar Trait.

The Hero and the Sidekick start the game in the same zone.  The Hero starts the first turn with Mana Supply equal to 10 before the first Channeling Phase while the Sidekick starts the first turn with Mana Supply equal to their normal starting Mana before the first Channeling Phase.  The Hero and the Hero's creatures and objects are friendly to the Sidekick and the Sidekick's creatures and objects while the Sidekick and the Sidekick's creatures and objects are friendly to the Hero and the Hero's creatures and objects.

During the Reset Phase, each player resets his or her Hero and his or her Sidekick and resets any creatures and objects associated with his or her Hero and his or her Sidekick.  During the Channel Phase, Heroes add Mana equal to their Channeling to their Mana Supply, Sidekicks add Mana equal to their Channeling to their Mana Supply, and creatures and objects that channel Mana gain Mana Counters equal to their Channeling.  During the Upkeep Phase, each player removes Dissipate Tokens, pays Upkeep Costs, benefits from spells that take effect during the Upkeep Phase, and suffers from Condition Markers that take effect during the Upkeep Phase in the order of their choosing.  During the Planning Phase, each player chooses two spells for his or her Hero from his or her Hero Spellbook, chooses two spells for his or her Sidekick from his or her Sidekick Spellbook, and chooses one spell for each of his or her Familiars or Spawnpoints, with any spells not cast by the during the round returning to the appropriate Spellbook at the beginning of the next Planning Phase.  During the Deployment Phase, the Hero may cast any spell associated with his or her Spawnpoints.

Only the Hero is capable of taking a Quickcast Action during the First Quickcast Phase or the Final Quickcast Phase.  During the Action Phase, players alternate taking turns and, on a player's turn, the player may choose to activate a creature controlled by the Hero (including the Hero) or a creature controlled by the Sidekick (including the Sidekick).   The Hero and the Sidekick may use their Quickcast Action before or after any friendly creature's activation (including the Hero's activation or the Sidekick's activation) during the Action Phase.

The Hero considers their Sidekick a legal target for spells that target Mages and, if they share the same class, the Hero considers the Sidekick a legal target for spells that target specific types of Mages.  Furthermore, the Hero (or any applicable Familiar or any applicable Spawnpoint controlled by the Hero) may target the Sidekick (or any creature or objects controlled by the Sidekick) with any spell from the Hero's Spellbook that would consider the Sidekick (or any creature or object controlled by the Sidekick) a legal target.  The Sidekick considers their Hero a legal target for spells that target Mages and, if they share the same class, the Sidekick considers the Hero a legal target for spells that target specific types of Mages.  Furthermore, the Sidekick may target the Hero (or any creatures or objects controlled by the Hero) with any spell from the Sidekick's Spellbook that would consider the Hero (or any creatures or objects controlled by the Hero) a legal target.  Spells that target Minor Creatures or Non-Mage Creatures may not target the Hero or the Sidekick.

During Duo Teach Matches, the Hero and the Sidekick each possess their own status trackers for Channeling, Mana, and Life.  Duo Team Matches end when the Hero collapses due to suffering mortal damage.  If the Sidekick collapses due to mortal damage before their Hero, the spells controlled by the Sidekick disappear from the arena and any spells controlled by the Hero attached to the Sidekick or any of the Sidekick's creatures return to their Hero's Spellbook.  It is the responsibility of each player to differentiate between the spells of his or her Hero and the spells of his or her Sidekick.

In Duo Team Tournaments, each Duo Team Match takes 90 minutes.  At the end of each Duo Team Match, each player receives one victory point for retaining his or her Sidekick, one victory point for killing his or her opponent's Sidekick, one victory point for having less damage on his or her Sidekick than his or her opponent's Sidekick, three victory points for retaining his or her Mage, three victory points for killing his or her opponent's Mage, and three victory points for having less damage on his or her Mage than his or her opponent's Mage.  By the end of a Duo Team Tournament, the player with the highest victory point total receives first place, the player with the second highest victory total receives second place, the player with the third highest victory total receives third place, etc.  In the case of a tie for a place, the tied players each roll an effect die until one tied player ends up with a result on his or her effect die roll higher than the results on the effect dice of the other tied players, with the player with the highest result receiving the contested place, the player with the second highest result receiving the next lowest place, the player with the third highest result receiving the next lowest place after that, etc.

While I was hanging out yesterday with a friend who does not play Mage Wars, he commented on how he was surprised that Mage Wars had not been turned into an indie video game.  After some discussion, we determined that since Arcane Wonders owned the intellectual property and the creative content, they could probably make a good indie game for around $25,000 and put it up in the indie store for the Nintendo Switch/3DS/2DS.  Since Arcane Wonders could make more money off a $20 indie video game representing the base board game than they make off the $60 base board game, I think that it would be a wonderful idea, especially since I would love to have a video game version that I could play against AI opponents at variable difficulty levels (they could sell $10 expansions to the video game for the new Mages, $5 expansions to the video game for variant Mages, etc).

What do you think about the potential of Mage Wars for a console like the Nintendo Switch or a portable like the Nintendo 3DS/2DS?  Would you purchase the product if you could face off against AI opponents as well as human opponents?  Do you think that it would do well as a video game?

General Discussion / What is your favorite mage and why?
« on: December 28, 2017, 08:02:24 AM »
I was just wondering what mage was the favorite each person and why they are are their favorite.  I will start off with my selection, the Priestess.  I think that she is the best mage because of her capabilities to remove condition and because of her life gaining ability.  With her mastery of Holy, she also possesses a number of healing and defensive spells, as well as a wide variety of useful creatures.  While she does not have any particularly good attack spells, she makes up for it by being able to remain in play until she gets the job done, even if she has to suffer over 100 points of damage in a game to do it.

Mages / The Challenges of the Priestess
« on: December 26, 2017, 09:44:01 AM »
My favorite mage is the Priestess because she possesses a lot of lasting power.  With the combination of her special ability that gives her one extra permanent life the first time she casts a Holy Enchantment or Incantation during a turn and her massive number of Holy Enchantments and Incantations after Siren vs Paladin, she can easily reach 50 life during a game.  The problem is that she is highly dependent on Creatures for damage and protection, so she will never win a fast game (though I tend to win most games with her despite her slow buildup).  What challenges do you face with the Priestess and what do you do to compensate for them?

Spells / Questions about Combining Tsunami with Ring of Tides
« on: November 10, 2016, 10:22:30 AM »
I was curious if anyone has use Tsunami with the Ring of Tides with a Siren that has the initiative?  Since the bonuses provided by the Ring of Tides are not a +X trait, I would think that the bonuses would be applied to every target of the attack, with every attack, but I could be wrong.  What do you all think about the combination?

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