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Topics - JasonBourneZombie

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Custom Cards / Archmage custom cards
« on: December 26, 2016, 10:16:44 AM »
I've been itching to play/create a one on many format for a while now, and I'm finally going to try my hand at it. Some of the basic ideas are:

Archmages are level 9 mages.
Archmages have higher channeling than regular mages.
Channeling is determined by the strength of their abilities
Archmages have 360 spellbook points
Archmages tend to have around 150% of the health of the mages they are built off of.
Archmages start with 20 mana before first turn channeling
Archmages may spend up to 10 mana on equipment before the game begins. This is paid with initial mana.

There are some more powerful versions of spells that would need to be added to the game to make them a little tougher without giving them extra actions per turn. Examples would be spells like mana crystals, flowers, spawnpoints, weapons, armor, etc. These spells would be archmage only, since they're too powerful for regular mages.

Stand-in names for archmages include: Lord of Beasts, Cardinal, Cambion, Enchanter, Strategos, Sage, Lich, Dryad, High Marshall, and Oceanid.

These are advanced forms of the Beastmaster, priestess, warlock, wizard, warlord, Forcemaster, necromancer, druid, paladin, and siren respectively.

I'm still tinkering around with the system, of course, and working on abilities. For now, the goal is to create a 5X5 grid to fight in where 2 mages start in a set of corners and an archmage starts in the middle zone furthest from them. This would be 2v1, but the potential for archamge v archmage exists.

As I continue work on this, I'll post custom cards and gather feedback.

Interesting rules question. A wizard has an opponent's face down enchantment underneath him. He holds his quick spell for that first quick cast phase.

During the action phase, before his first action, he chooses to cast seeking dispel on the face down enchantment using his quick cast marker. His opponent wishes to reveal magebane after the quick cast marker is flipped, but before the dispel is announced.

Is that a legal time period to reveal an enchantment?  Rules say after any action or event, but I do not know if using the quick cast qualifies. If it were cast using an action, there would be a time period during activation, but this is a quick cast using the quick spell marker.

Events / Tournament: North Carolina
« on: February 12, 2016, 09:34:11 PM »
SilverclawGrizzly, I, and a fair number of our Charlotte crew are attending the Playthrough Gaming Convention in Raleigh, North Carolina this weekend.

We are running demos of Sheriff of Nottingham, Mage Wars: Academy, and Mage Wars: Arena while we are here, and we will be running Sheriff of Nottingham and Mage Wars: Arena tournaments at 6:00 pm in exhibit hall A this Saturday. Single-day tickets are $20, and there are $35 weekend passes.

If you want to attend the con, join in a tournament, or just enjoy some casual gaming, we will be at the Raleigh Convention Center. We have a fair amount of promotional cards and other types of prize support, so it will be worth your while to check it out.

Events / UNC Charlotte Game Day Noob Tournament.
« on: October 18, 2015, 12:44:41 PM »
Yesterday was the UNCC Sci-fi Guild's game day, and we held a new player only event.

To qualify, players needed to have been playing less than a year, have not won any tournaments, and not own each set. The entries could borrow spell books or create their own from cards supplied by our local veterans. We had better turnout than we expected with 7 entries. We had:

1 Straywood beast master
1 johktari beast master
1 forcemaster
1 arraxian warlock
1 priestess
1 wizard
1 Orc warlord

Round 1 pairings:
Warlord v wizard
Straywood v warlock
Priestess v johktari
Forcemaster got the bye

The warlord, warlock, and forcemaster advanced with 2 points for ko's
Priestess won 1 point by time, but had to drop out due to time constraints.

Round 2
Warlock v warlord
Forcemaster v johktari
Wizard v Straywood

The warlock wins by ko for 2
Forcemaster wins by ko for 2
Straywood wins by time for 1

Round 3
Warlock v forcemaster
Warlord v Straywood
Johktari v wizard

Forcemaster wins by ko for 2
Warlord wins by ko for 2
Johktari wins by time for 1

Final standings

Forcemaster 6
Warlock 4
Warlord 4
Straywood 1
Johktari 1
Priestess 1
Wizard 0

Prize support taken:

Forcemaster. Core set.
Warlock. Core set.
Warlord. Warlord vs forcemaster
Straywood. Forged in fire.
Johktari. Druid vs necromancer
Priestess. Battle for Kumanjaro
Wizard. Promo cards, rollout map, button, dice, alternate art card.

This tournament was largely in preparation for the Wounded Warrior tournament that we will be holding in Charlotte at Mace and to increase the player community here in Charlotte.

Custom Cards / Monstrous Lurker
« on: June 09, 2015, 08:40:18 PM »
13 Mana      Monstrous Lurker        Undead, Zombie
Range 0-0,    Full action     Level 4 Dark

/ Armor     9 Health
Legendary, Psychic Immune, Nonliving, Resilient, Lumbering, Bloodthirsty 1

Latch On: Quick action, 4 Dice melee attack, d5+ Stuck.

Spellbook Design and Construction / Charlotte area Necromancer
« on: May 25, 2015, 09:59:08 AM »
[spellbookname]Simple swarm Necromancer[/spellbookname]
[mwcard=mw1j19]1 x  Deathlock[/mwcard]
[mwcard=DNJ04]1 x  Graveyard[/mwcard]
[mwcard=mw1j11]1 x  Idol of Pestilence[/mwcard]
[mwcard=mw1j20]1 x  Sacrificial Altar[/mwcard]
[mwcard=DNW02]2 x  Wall of Bones[/mwcard]
[mwcard=mw1j12]2 x  Mana Crystal[/mwcard]
[mwcard=DNJ13]1 x  Ziggurat of Undeath[/mwcard]
[mwcard=DNC23]6 x  Zombie Crawler[/mwcard]
[mwcard=DNC19]4 x  Venomous Zombie[/mwcard]
[mwcard=DNC22]2 x  Zombie Brute[/mwcard]
[mwcard=DNC08]2 x  Unstable Zombie[/mwcard]
[mwcard=DNC09]2 x  Plague Zombie[/mwcard]
[mwcard=DNC11]2 x  Ravenous Ghoul[/mwcard]
[mwcard=mw1c01]1 x  Adramelech, Lord of Fire[/mwcard]
[mwcard=mw1e19]1 x  Ghoul Rot[/mwcard]
[mwcard=mw1e09]1 x  Agony[/mwcard]
[mwcard=MWSTX2FFE03]2 x  Arcane Corruption[/mwcard]
[mwcard=mw1e14]1 x  Enfeeble[/mwcard]
[mwcard=mw1e24]1 x  Magebane[/mwcard]
[mwcard=mw1e25]1 x  Maim Wings[/mwcard]
[mwcard=mw1e27]1 x  Marked for Death[/mwcard]
[mwcard=mw1e31]1 x  Poisoned Blood[/mwcard]
[mwcard=mw1e20]2 x  Harmonize[/mwcard]
[mwcard=mw1e29]2 x  Nullify[/mwcard]
[mwcard=mw1e05]1 x  Cheetah Speed[/mwcard]
[mwcard=mw1e28]1 x  Mongoose Agility[/mwcard]
[mwcard=mw1e36]1 x  Rhino Hide[/mwcard]
[mwcard=DNQ01]1 x  Cloak of Shadows[/mwcard]
[mwcard=DNQ02]1 x  Death Ring[/mwcard]
[mwcard=mw1q05]1 x  Demonhide Armor[/mwcard]
[mwcard=DNQ05]1 x  Libro Mortuos[/mwcard]
[mwcard=mw1q18]1 x  Mage Staff[/mwcard]
[mwcard=mw1q19]1 x  Mage Wand[/mwcard]
[mwcard=MWSTX1CKI01]1 x  Drain Soul[/mwcard]
[mwcard=mw1i08]1 x  Drain Life[/mwcard]
[mwcard=DNI06]3 x  Zombie Frenzy[/mwcard]
[mwcard=mw1i06]1 x  Dispel[/mwcard]
[mwcard=mw1i07]1 x  Dissolve[/mwcard]
[mwcard=DNI01]1 x  Animate Dead[/mwcard]
[cost]Total cost: 120 pts[/cost]

This is my most used spellbook and favorite Mage. It's a very simple spellbook that relies on brute force creatures and finesse on the mage's part. Obviously, this isn't a spellbook where your Mage is supposed to get close to the action, but you can still be of use if the action comes to you.

Only cards really worth pointing out are the adremalech and nature enchantments. Those are part of an early game rush against warlords and Druids.

Typical opening plays are:

First turn, double mana crystal.
Second turn, harmonized graveyard.
Third turn, harmonized libro mortuos and zombie crawler from the graveyard.
Fourth turn, death ring and whatever else I want.

Against Druids, necromancers, warlords, or forcemasters, lead with larger creatures or skip enchanting the spawn points.

[Edit]:remembered a few changes I made recently.

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