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Topics - Borg

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1
General Discussion / The current state of MW
« on: May 18, 2018, 09:42:12 AM »
There have been multiple arguments made on the current state of MW before. Some claiming the game was ( as good as ) dead, others claiming the contrary.

I don't know the exact figure either of how many people are still playing the game but I figured there might be some "objective" numbers available somewhere who could give a good indication.

I took a look at Boardgamegeek. More specifically at the number of players who actually gave a rating to the game and its expansions.

This is what I found :

Dominion : 63.000 ratings
Mage Knight Board Game : 21.000 ratings

The Core Arena game : 6500 ratings.
Forged in Fire : 356 ratings
Domination : 140 ratings
Paladin vs Siren : 95 ratings
Forcemaster expansion : 14 ratings
Warlord expansion : 12 ratings

Obviously, the amount of players giving a rating to a certain expansion does not tell us exactly how many players are actually playing that expansion but I think it is safe to assume there is a good correlation between "number of people taking the time to give a rating on BGG" vs "people effectively still playing the game".


What do the numbers above indicate ?

MW core gets only about 10% of the ratings total of Dominion, indicating that the number of people getting into MW core is/was also roughly 10% of the number of people playing Dominion ( just to get an idea of the volume )

A game launched at approximately the same time as MW (2012) MageKnight (2011) has 21000 ratings which is more than three times the number MW got and I never got the impression Mage Knight was a hugely popular game. That number was a surprise to me. This indicates to me that the number of players actually playing MW was NEVER very high to begin with. Or at least not as high as people thought they were.

The most telling numbers however are those of the MW expansions.
Look at those numbers falling.
While FiF still gets 356 ratings, PvS only has 95 ratings and the latest ( small ) expansions can't even get to 20 ratings anymore.

This clearly seems to indicate imo that sales ( = players ) have dramatically dropped and are probably no longer enough to make a profit.

Chances are very high imo, we've seen the last of MW.

2
Spells / Goblin Builder
« on: April 21, 2017, 06:53:37 AM »
From a design standpoint, I don't understand why the [mwcard=FWC04] Goblin Builder[/mwcard] is treated so different from all other familiars.

In general all familiars have this in common :
- they generate mana
- can cast some type(s) of spells
- Can move before casting their spells
- can cast their spells as printed

When you look at the Goblin Builder you'll notice that he's nerfed in three instances compared to other familiars.

- He doesn't generate mana :

That's a handicap because you can't play channeling boosting spells or effects on him.
On the other hand he's the cheapest of the familiars at just 5 mana.
Naiya, Fellella and Sersyrix cost 12 mana for example and have to be in play 7 rounds to break even in cost with the Builder.
So having no channeling but being cheap to cast makes sense.

but

- He can't move before casting his spells :

All his spells are to be cast as Full Casts. Was this really necessary ? Were there indications that he otherwise could become overpowered ?
Why can Naiya, Fellella or sersyrix for example play their spells as quickspells ?
Aren't Curses, Enchantments, Fire Attack spells or water spells just as effective as Conjurations ?

- The range on his conjuration spells is reduced to 0-0 :

Was it really necessary to add this nerf as well on top of the other two ?
Even if he had to cast his conjurations as full casts, if his conjurations kept their printed range ( usually 0-1 ) he at least could take position in one of the Centre zones and potentially cast 5 conjurations in a row before having to move. This would make him a lot better already.


As he currently stands, he's a Familiar you'll hardly ever see in a game.

I can live with the no channeling as he's costed alright.
I can understand you'll want him to be in the same zone ( thus range 0-0 ) as conjurations are arguably stronger spells overall than enchantments or incantations or attack spells.
But at least allow him to cast them as Quick casts so he can move around and potentially do something every turn.

In his current state he just seems too slow for the early game, which is the part of the game where you'd want him most imo.

He could be used later in the game to cast an Armory, Altar of carnage or a second Ballista but overall his role would be very limited at this point, I guess.

So, my main question.
Is there anybody in the know here on why the Builder was nerfed the way he is ?

3
A while ago, grga provided us with an excellent spellbookbuilder which can be found here www.spellbookbuilder.com but posting spellbooks in forum code was still a tedious, time consuming chore.
Now a "Forum export" function has been added which makes posting spellbooks on the forum a piece of cake again.

No time to waste then. Let's post another spellbook.
The reason I like this book so much is because it contains so many useful, quality spells which complement each other so well and at the same time come so nicely together in the main strategy of this book.

Since it's been a while since I last posted a book - for reasons mentioned above - I kind of feel like explaining my spell choices. So, bear with me if you will :)


At the core, this book is built around the Wychwood Hound.
A 5 mana creature with a respectable amount of life : 7.
2 dice and no armor but with the ability to add 1 attack dice and 1 armor if at least 1 other Hound is in the same zone.
Herein also lies our basic strategy already : we're going to keep our troops together, concentrated, so they keep reinforcing each other and we are going to try to bring the opponent to us more than we're going to go to the enemy.

The Hounds are also lvl1 creatures, which means our Straywood Beastmaster can move and still bring one of them into play as a Quick Action or as a QuickCast Action.


So, how do we make them stronger, cheaper and more effective overall ?

The first and most obvious addition is Redclaw.
Add him to a couple of 3 dice, 1 armor, 7 life Hounds and you get 4 dice, 2 armor and 7 life Hounds.

I'd like to mention here that even though it was possible to play a "Redclaw/canine" book since the core game was released as you had Bitterwood Foxes available there, the Hounds fit Redclaw much better imo.
To benefit from Redclaw's boost you need your canines in the same zone, meaning the Fast ability might somewhat be lost on the Foxes and the fact they only have 5 life meant the 1 armor was often not enough of a boost to make them surive a serious attack.

7 Life with 2 armor is massively superior over 5 life with 1 armor since you need 9 dice vs 6 dice on average to make a casualty with one attack.

5 Mana is not that much but we can still get much cheaper.
Add Wychwood Faerie and Ring of Beasts and we're looking at 4 dice, 2 armor and 7 life Hounds for just 3 mana. Now we're getting somewhere.


It's obvious that Redclaw plays a pivotal role, so we need to do all we can to keep him alive.

Therefore, Joined Strength should go on him. Not only does it give him a sixth attack die but every time he's attacked and damaged, one damage is transferred to your mage giving Redclaw more staying power.
Alternatively, you can play Joined Strength on an early Pet Falcon and shift the enchantment to redclaw when the falcon goes down.

Provided you have more living objects than your opponent, Meredia's Blessing can also help remove 2 damage from Redclaw every round as well as a condition marker. Keeping Corrode Markers away as well as Dazes, stuns, Weaks etc is a strong ability.

Emerald Elk Stave is not a spell I'd spend a mage action on, but played through our Battle Forge it makes sense and fits our goal. It can take another damage off Redclaw and another creature ( Pet ) every round, at a cost though.

Raincloud is just a perfect spell for this strategy.
It gives Regenerate 1 to every object in its zone. So, the more objects you have in that zone, the bigger the benefit you get from it and it just happens to be so we'd like to keep all our creatures together in one zone.
Another damage to remove from Redclaw every round.
Additionally all objects get Flame -2 and Acid -2, meaning all fire based attacks roll 2 less dice which is a pretty big deal because Zone attacks are an inherent weakness to our strategy. Ring of Fire suddenly is not as devastating anymore.
And you can remove a Burn or Corrode marker ( that's 2 markers per round potentially )
Keep in mind though : opponent's objects gain these bonuses as well.

Elephant Grass is a godsent to this book.
It can make all your non-flying objects gain the obscured trait ( thus also your Corrosive Orchid, for example ) meaning the opposition has to close in on you if they want to harm you, paving the way for your Thornlasher and Force Pushes but it also gives all your non flying animals basically aegis 2 as all attacks made against them roll 2 less dice.
Now if anything can keep a creature alive it's Aegis 2.
Not only does this make Redclaw nearly invulnerable but your 3 mana , 4 dice, 2 armor, 7 life Hounds also become very durable when you add Regenerate 1 and Aegis 2 ( not really Aegis 2 but you know what I mean ... )
Elephant Grass is so good it deserves 2 copies. One will very likely get destroyed + you may want to have a bonus terrain to take out an opposition terrain.


Equipment :

Most of our equipment is supposed to be played through the battle Forge but I don't cast BF right away.
I like to play BF a little later and throw a Falcon Pet at my opponent first to give him something to do and thus increase the survival odds of my BF. Standard opening ( see later ) BF in R3.

Packleader's Cowl can let you put a guard marker on a 6 dice rolling Pet Hound for just 1 mana or a 7 dice rolling Pet Timber Wolf for just 2 mana. Staple Equipment card for the Beastmaster.

Special mention here goes to the nice synergy between Battle Forge and Hunting Spear.
Hunting Spear has good synergy with this strategy as it can keep an opposing creature in the Hounds' zone with its Cripple effect ( on 7+ (50%) if using the ranged option )

Letting the Spear go back into your book has a few advantages :
1- Spear cannot be destroyed while hidden in your book
2- Letting the BF bring it out during Deployment costs you only 4 mana from your mana supply and it doesn't cost your mage any action
3- It keeps your BF involved and active all game

As a key weapon, you need back-up though, thus 2 copies.


Conjurations :

We've already mentioned and explained Battle Forge, Raincloud, Meredia's Blessing, Elephant Grass.
Obviously we don't leave the house without Pillar of Righteous Flame either.
Another card that has good synergy with a packed zone, Porce Push, Chant of Rage and the Thornlasher's Snatch.

Corrosive Orchid also benefits from trying to stay within 1 zone.
It can remain useful over a longer period of time as it (supposedly) will have a target to shoot at every round, it's a free bonus attack that can reduce an opponents armor with corrode markers, thus making your Hounds' job easier and can stay alive longer by benefitting from guards and the Raincloud's Regenerate 1.
The Obscured trait obviously also helps.

We round out the Conjurations with a pair of Wall of Thorns ( synergy with Force Push is common knowledge )
a pair of Tanglevines and 1 Tooth and Nail.


Creatures :

The only surprise here may be the Thornlasher but if you consider its ability to Snatch and pull an opposing creature into your death zone, it makes sense, I suppose.
One Rouse the Beast is meant for the Thornlasher, the other for the Timber Wolf.
Timber Wolf is meant to be played as a Pet at some point. Pet Hound and Pet Falcon are also great options of course.


Enchantments :

Bear Strengh, Brace Yourself for your Mage.
Rhino Hide, Regrowth for Mage or Redclaw.
Joined Strength for Redclaw.
Glancing Blow for Wychwood Faerie.
Wolf Fury for the early Pet Falcon.
Tangleroot on a high dice threatening opponent.
Marked for Death ( can raise the Hound's attack dice to 5! ) Poisoned Blood and Rust for the opposing Mage
Chant of Rage on ...


Incantations :

No surprises here.
2 Disarm, primarily to be able to neutralise the Paladin's and Warlord's Champion's Gauntlets a couple of times and get to their weapons/wands.


Attacks :

No surpises either.
3 Acid Balls to handle Armor in addition to Tooth and Nail and Rust.
Finisher Hurl Boulder.
Utility Surging Waves.


Standard opening :

R1 19    Wychwood Faerie - FD Brace Yourself or Glancing Blow
R2 23    Move (to C3 after Faerie-from C4) Ring of Beasts - Pet Falcon
R3 24    Move (to NC after Faerie) Wychwood Hound - Battle Forge (in C3)
R4 22+1  Packleader's Cowl - Redclaw - Wolf Fury (on Pet Falcon)
R5 12+1  Leather Chausses - Meredia's Blessing (in B4) - Move (to FC after Faerie) - Wychwood Hound - Guard on Hound
R6 10+1  ...


Thanks for reading this far.
Hope you got something out of it.

And finally ... the book.

Updated 20 april 2017

[spellbook]
[spellbookheader]
[spellbookname]A Pack of Canines[/spellbookname]
[mage]A Straywood Beastmaster Spellbook[/mage]
[mage]built by http://www.spellbookbuilder.com[/mage]
[/spellbookheader]
[spells]
[spellclass]Equipment[/spellclass]
[mwcard=lg1]1 x Chitin Armor[/mwcard]
[mwcard=MWSTX1CKQ06]1 x Eagleclaw Boots[/mwcard]
[mwcard=MWA01Q01]1 x Emerald Elk Stave[/mwcard]
[mwcard=lg3]2 x Hunting Spear[/mwcard]
[mwcard=MWA01Q04]1 x Leather Chausses[/mwcard]
[mwcard=MW1Q16]1 x Leather Gloves[/mwcard]
[mwcard=MWA01Q05]1 x Packleader's Cowl[/mwcard]
[mwcard=MW1Q23]1 x Regrowth Belt[/mwcard]
[mwcard=MW1Q25]1 x Ring of Beasts [/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MW1J04]1 x Battle Forge[/mwcard]
[mwcard=DNJ02]1 x Corrosive Orchid[/mwcard]
[mwcard=pvs_conjurations5]2 x Elephant Grass[/mwcard]
[mwcard=lg27]1 x Meredia's Blessing[/mwcard]
[mwcard=pvs_conjurations7]1 x Pillar of Righteous Flame[/mwcard]
[mwcard=MWBG1J04]1 x Raincloud[/mwcard]
[mwcard=MW1J22]2 x Tanglevine[/mwcard]
[mwcard=MW1J03]1 x Tooth&Nail[/mwcard]
[mwcard=MW1W04]2 x Wall of Thorns[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=lg21]1 x Mountain Ram[/mwcard]
[mwcard=MW1C29]1 x Redclaw, Alpha Male[/mwcard]
[mwcard=DNC21]1 x Thornlasher[/mwcard]
[mwcard=MW1C37]2 x Thunderift Falcon[/mwcard]
[mwcard=MWA01C20]1 x Wychwood Faerie[/mwcard]
[mwcard=MWA01C21]6 x Wychwood Hound[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MW1E01]1 x Bear Strength[/mwcard]
[mwcard=MWSTX2FFE04]1 x Brace Yourself[/mwcard]
[mwcard=pvs_enchantments3]2 x Chant of Rage[/mwcard]
[mwcard=MWAPRE05]1 x Glancing Blow[/mwcard]
[mwcard=MWA01E11]1 x Joined Strength[/mwcard]
[mwcard=MW1E27]1 x Marked for Death[/mwcard]
[mwcard=MW1E31]1 x Poisoned Blood[/mwcard]
[mwcard=MW1E32]1 x Regrowth[/mwcard]
[mwcard=MW1E36]1 x Rhino Hide[/mwcard]
[mwcard=MWSTX2FFE07]1 x Rust[/mwcard]
[mwcard=MWA01E15]1 x Tangleroot[/mwcard]
[mwcard=MWA01E16]1 x Wolf Fury[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MWA01I01]1 x Crumble[/mwcard]
[mwcard=MWSTX2FFI03]2 x Disarm[/mwcard]
[mwcard=MW1I06]3 x Dispel[/mwcard]
[mwcard=MW1I07]1 x Dissolve[/mwcard]
[mwcard=MW1I12]3 x Force Push[/mwcard]
[mwcard=pvs_incantations1]1 x Lesser Teleport[/mwcard]
[mwcard=MWAPRI05]1 x Remove Curse[/mwcard]
[mwcard=MW1I23]2 x Rouse the Beast[/mwcard]
[mwcard=MW1I24]2 x Seeking Dispel[/mwcard]
[mwcard=MW1I28]1 x Teleport[/mwcard]
[spellclass]Attack[/spellclass]
[mwcard=DNA01]3 x Acid Ball[/mwcard]
[mwcard=FWA04]1 x Hurl Boulder[/mwcard]
[mwcard=MWSTX1CKA01]2 x Surging Wave[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

4
Spellbook Design and Construction / Restoration - Priestess
« on: March 19, 2017, 09:09:49 AM »
EDIT : updated 25 march 2017

[spellbook]
[spellbookheader]
[spellbookname]Restoration[/spellbookname]
[mage]Priestess[/mage]
[/spellbookheader]
[spells]
[spellclass]Equipment[/spellclass]
[mwcard=DNQ10]1 x  Meditation Amulet[/mwcard]
[mwcard=MWAPRQ03]1 x  Resplendent Bow[/mwcard]
[mwcard=MWSTX1CKQ06]1 x  Eagleclaw Boots[/mwcard]
[mwcard=mw1q07]1 x  Elemental Cloak[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=PSJ02]2 x  Consecrated Ground[/mwcard]
[mwcard=mw1j08]1 x  Hand of Bim-Shalla[/mwcard]
[mwcard=MW1J23]1 x  Temple of Asyra[/mwcard]
[mwcard=PSJ10]1 x  Temple of Meraveran[/mwcard]
[mwcard=PSJ06]1 x  Pillar of Righteous Flame[/mwcard]
[mwcard=MWSTX2FFW01]1 x  Wall of Earth[/mwcard]
[mwcard=FWW01]1 x  Wall of Pikes[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=MWAPRC07]1 x  Meditating Monk[/mwcard]
[mwcard=PSC01]1 x  Alandell, the Blue Knight[/mwcard]
[mwcard=PSC02]1 x  Artemis, Dawnbreaker's Eye[/mwcard]
[mwcard=mw1c06]1 x  Brogan Bloodstone[/mwcard]
[mwcard=MWAPRC04]1 x  Ehren, Enduring Paladin[/mwcard]
[mwcard=PSC10]1 x  Dorseus, Stallion of Westlock[/mwcard]
[mwcard=MWSTX1CKC06]2 x  Guardian Angel[/mwcard]
[mwcard=mw1c22]2 x  Knight of Westlock[/mwcard]
[mwcard=MW1C02]2 x  Asyran Cleric[/mwcard]
[mwcard=PSC06]1 x  Crusader Griffin[/mwcard]
[mwcard=mw1c28]1 x  Royal Archer[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MW1E20]1 x  Harmonize[/mwcard]
[mwcard=mw1e01]1 x  Bear Strength[/mwcard]
[mwcard=MWSTX2FFE04]2 x  Brace Yourself[/mwcard]
[mwcard=PSE03]1 x  Chant of Rage[/mwcard]
[mwcard=LG01E03]1 x  Critical Strike[/mwcard]
[mwcard=MWSTX1CKE03]2 x  Healing Charm[/mwcard]
[mwcard=PSE06]1 x  Healing Madrigal[/mwcard]
[mwcard=PSE09]2 x  Life Link[/mwcard]
[mwcard=mw1e32]2 x  Regrowth[/mwcard]
[mwcard=mw1e36]1 x  Rhino Hide[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=PSI04]4 x  Martyr's Restoration[/mwcard]
[mwcard=mw1i06]3 x  Dispel[/mwcard]
[mwcard=mw1i24]1 x  Seeking Dispel[/mwcard]
[mwcard=mw1i07]2 x  Dissolve[/mwcard]
[mwcard=mw1i12]1 x  Force Push[/mwcard]
[mwcard=FWI04]1 x  Force Wave[/mwcard]
[mwcard=PSI09]2 x  Lesser Teleport[/mwcard]
[mwcard=mw1i28]1 x  Teleport[/mwcard]
[mwcard=MWSTX2FFI06]1 x  Defend[/mwcard]
[mwcard=mw1i17]2 x  Minor Heal[/mwcard]
[mwcard=mw1i20]1 x  Purify[/mwcard]
[mwcard=MWAPRI05]1 x  Remove Curse[/mwcard]
[spellclass]Attack[/spellclass]
[mwcard=DNA01]1 x  Acid Ball[/mwcard]
[mwcard=FWA02]1 x  Force Hammer[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

END EDIT.

A search of this forum for any thread or discussion about Martyr's Restoration didn't yield any results.
It seems that this card is flying under the radar so far.
I see two major reasons for that.

1- It's a "Holy Mage Only" spell, making it very unlikely this card is going to be discussed or mentioned in any thread about another type of mage.

2- All Holy focus seems to concentrate on the paladin currently and to a lesser extent, the Priest. There seems to be very little interest in the Priestess currently.

Martyr's Restoration sees limited use in some books, one copy only, mainly to heal Ehren.
I think however that this card can be the backbone of a very strong Priestess strategy.

Why is this card so good imo ?
Because for just one mana you can remove 5 damage GUARANTEED from one of your creatures, from 2 zones away.
And in the Priestess' case, gain 1 life on top of it thanks to her Divine Reward ability.

Compare to Minor Heal.
This card lets you roll 5 healing dice alright but it will only heal 5 damage on average.
There's no guarantee you'll get that average on any given round.
In situations where you need the healing the most, it may just backfire ( and heal just 2 or 3 damage for example ) and turn into a wasted action and mana.
What's more, Minor Heal costs FIVE times as much as Martyr's Restoration and has only a range of 1, thus requiring your mage to stay much closer to the danger zone as well.
Being able to hang back two zones makes a world of difference compared to just one zone.

What is this Restoration strategy supposed to look like ?
Simple :

1- Up your mana/round to 12
Most of the creatures you'll summon are in the 12-15 mana range.

2- Outsummon your opponent with quality lvl3 and lvl4 Holy creatures.
These creatures are supposed to be able to take one or more hits, or be able to live through one round so you can cast Restoration on them next if necessary. Using Intercept, Guard and Defenses help in the "staying alive" concept, obviously.

3- Use Life Link on your most pivotal creature for that match-up.
In combination with MR you can potentially "heal" it up to 8 damage guaranteed, every round.

4- Keep the Priestess out of harm's way and let her passively heal 3-5 damage per round with the help of Hand of Bim Shalla, Regrowth and Faith Healer's Staff. Dorseus could up this to 5-7 passive healing per round.

5- Minor Heal and Healing Charm are to be used on the Priestess in the first place, other creatures secondly.

In summary : overwhelm your opponent with superior creatures and keep them alive with Martyr's Restoration.


Standard opening :

R1 20     Meditating Monk - Mana Crystal

R2 22+1 Guardian Angel - FD Regrowth

R3 20+1 Hand of Bim Shalla - Ehren

R4 22+1 Martyr's Restoration ( on Ehren, now fully healed ) - Creature of choice or double move to NC

Set up, ideally ( theoretically ), in one of the centre zones and keep summoning creatures to eventually overwhelm your opponent.
Keep them alive with Martyr's Restoration and Life Link.

5
Strategy and Tactics / Sleeper Power Cards
« on: March 06, 2017, 04:40:23 AM »
When a new set of cards is released, you have to reexamine all the previously released cards as well.
Especially those older, totally unused and off-the-radar cards.
Some of them may suddenly have gotten a boost in power and warrant a spot in some or most of your books, yes you read that right ;)

I haven't yet finished my "old cards review" but here are three old cards which have seen little to no play before and who, imho, may soon reach "staple" status.

[mwcard=FWE08] Mind Shield[/mwcard]

This is the card most players already know about.
Totally unplayed before, until Chant of Rage, Song of Love and the Siren came along.
Now I find this card taking at least one spot in most of my books.

The last thing you want is your main offensive/defensive piece wandering off into a den of Vipers due to that lone Chant of Rage your opponent has packed.
Summon Main Creature + Mind Shield on it immediately ( certainly if your opponent has initiative the following round ) qualifies as a good play imo.


[mwcard=MW1I25] Shift Enchantment[/mwcard]

Now here's a real bomb.
Sparsely played before. Lately nearly extinct.

But picture this :
Chant of Rage on opposing creature.
Let the creature move/attack, then Shift CoR to another enemy creature to get two uses out of one CoR in 1 round.

Other situation :
Creature with CoR has double moved towards you and is in great position to be finished off this round, so the CoR, with still one Dissipate token on it, will be wasted.
Solution : during First Quick Cast, Shift CoR to another creature :)

Chant of Rage is Unique, and as such you can have no more than 1 in play at a time.
Shift Enchantment allows you to work around that restriction and affect two creatures in 1 round.

Forcemaster and dark mages can fully exploit this for minimal sbp's
and think of the Siren's possibilities with her formata.


Ballad of Courage
Another fantastic card to use with Shift Enchantment.
Play BoC on your Minotaur and let him Fast Charge in for 8 attack dice 2 zones away.
Then, Shift BoC to your second minotaur and repeat.
1 sbp and 2 mana to facilitate an 8 dice attack two zones away : what's not to like ?

Shift Enchantment is an absolute power card imo when it comes to maximizing the effect of Unique/Dissipate enchantments.
I'm quite sure they are going to be staples soon in books using those types of enchantments.


[mwcard=FWI04] Force Wave[/mwcard]

Another card with potential star power.
At least 1 copy of this card should go in every book that uses Pillar of Righteous Flame ( who doesn't ? ;) )

Take one of these frequently happening situations :
Opponent is building up an army in his starting zone, or is moving his creatures altogether for protection, or any other situation where the opponent's forces are situated in 1 zone.
Let's consider a Mage + 3 creatures.

The bomb :
QC Pillar of Righteous Flame in a zone adjacent to the enemy army.
Move your Mage in the opposite direction, then cast Force wave on the opponent's zone and push them all into the Pillar's zone. That's 16 dice + potential Dazes and Burns.

If that's a mage + 3 non-living creatures we're even talking 22 !!! dice.

And the fun is not yet over.
They better stay in that zone, to be hammered just once the following rounds ... because if they move out ... you might pull out another Force Wave and "highlight" them again :)

Hope I've given you something to think about ;)

6
General Discussion / Bloodwave Greatbow
« on: March 04, 2017, 07:21:30 AM »
Is the Bloodwave Greatbow going to be released in the near future ?
Academy Warlord expansion ( unlikely ) or Lost Grimoire 2 maybe ?
Any news on this creature ? Bloodwave Warlord sure could use his help ;)

7
Rules Discussion / Titanodon
« on: March 03, 2017, 05:41:25 AM »
Situation: ( not saying this is smart play but ... if ... this were to happen )
Titanodon has Ballad of Courage ( Slow and Fast cancel each other out ) and opponent plays Enfeeble on it, giving it slow again.
Ballad drops off, now Titanodon has double slow, which as far as I know has no additional effect besides simply being slow, correct ?
Then a new Ballad of Courage is played. Does this cancel both Slows ? I assume, yes.

8
Spells / General's Signet Ring
« on: February 28, 2017, 11:24:44 AM »
Trying to come up with a strong enough opening for a Barracks - Bloodwave Warlord I find the problem lies in his Signet Ring.
It's simply overcosted compared to the other Rings. Make it 2 mana instead of 3 and we're in business even vs a fire mage.

Example opening vs a Warlock if Signet Ring costs only 2 mana
R1 19 Signet Ring - Panzergarde : 9 mana left
R2 16 Barracks - Garrison Post : 0 mana left

As it currently stands, with the 3-mana ring, you're 1 mana short.

If you play the other way around you lose an action

R1 19 Garrison Post - Barracks : 3 mana left
R2 12+2 : Panzergarde - Defend : 1 mana left and an action unused ( = guard )


Another option would be to have him channel 10 mana of course.

9
Strategy and Tactics / Creature + Enchantment best matches
« on: February 27, 2017, 07:55:43 AM »
There are of course hundreds of possible creature-enchantment combinations
but there are a number of combinations that stand out imo.

Ask yourself : if you could put just 1 enchantment on a certain creature, what would it be ?

These are the best combinations I've encountered so far :

Cassiel - Divine reversal
Thoughtspore - Glancing Blow
Bridge troll - Rhino Hide
Blood Demon - Demonic Bloodlust
Crusader Griffin - Lions Savagery
Fellella - Brace Yourself
Brogan - Divine Protection
Cervere - Lions Savagery
Eligor Larington - Bear Strength
Gorgon Archer - Hawkeye
Grimson - Hawkeye
Necropian Vampiress - Bear Strength
Adramelech - vampirism
Alandell - Akiro's Favor
Titanodon - Cheetah Speed

Which combinations would you suggest ?

10
Rules Discussion / Altar of Infernia vs Ehren
« on: February 26, 2017, 04:42:39 AM »
Situation :
Ehren has been fully healed and has 4x melee +1 Tokens.
Opponent plays Altar of Infernia.

Q1 : Do the 4xmelee+1 Tokens stay on Ehren - but they don't work or do they drop off ?

Q2 : If they dropped off I assume they cannot be put on again since the 4 melee+1 tokens are put on only the first time he gets 0 damage, so this couldn't happen again.

11
Strategy and Tactics / Titanodon strategy
« on: February 21, 2017, 06:10:03 AM »
Titanodon is one of those creatures that you want to try out and build a book around.
So, what spells do you need to get the most out of this creature ?

The first thing I always look for is the "best" enchantment to put on that creature. The enchantment that makes him OP so to speak.

With a potential 2 attacks for a total of 12 to 14 dice every round but with the slow trait, the enchantment that really stands out for him and that allows him to use both attacks in 1 round is Cheetah Speed of course.

Best play this on an off-initiative round so you can Arcane Ward the Cheetah Speed during First QC of the next round as this is going to be a prime target for Dispel.

To increase the Titanodon's effectiveness even more and to make sure he's got targets to hit in two adjacent zones in a reliable way I'd stick a Force Push on a Cantrip Mage Wand ( thus AT Warlord )
( QC Force Push on enemy target right before activating Titanodon to either bring a target to be Trampled in his zone or provide a target in the adjacent zone )

Some might consider Lesser Teleport instead but that option has two major drawbacks compared to Force Push.
- LT has only range 1 and thus your mage may be out of range to target Titanodon more often than not.
Range 2 of Force Push allows for much more maneuverability and doesn't require your mage to stay up close to the "danger zones".
- LT can only target friendly creatures whereas FP can target any creature and as such has much more tactical abilities ( pushing through or into walls for addtional attacks, anyone ? )

So, what are we looking at as the basis of this strategy ?

1 Titanodon 5 sbp
2 Cheetah Speed 4 sbp
2 Arcane Ward 2 sbp
1 Mage Wand 6 sbp
2 Force Push 4 sbp
Total 21 sbp's

Support cards you'll likely also want to add may include

2 Critical Strike 2 sbp
1 Regrowth 2 sbp
1 Heal 4 sbp

That makes a total of 29 sbp's, leaving you 91 sbp's to flesh out the book.

What other cards would you suggest to add to a Titanodon book ?

12
Spellbook Design and Construction / Eye in the Sky - Forcemaster
« on: February 15, 2017, 06:44:02 AM »
UPDATED 19 march 2017

[spellbook]
[spellbookheader]
[spellbookname]Eye in the Sky[/spellbookname]
[mage]Forcemaster[/mage]
[/spellbookheader]
[spells]
[spellclass]Equipment[/spellclass]
[mwcard=FWQ04]1 x  Galvitar, Force Blade[/mwcard]
[mwcard=FWQ01]1 x  Dancing Scimitar[/mwcard]
[mwcard=MW1Q07]1 x  Elemental Cloak[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=LG01J04]4 x  Mind's Eye[/mwcard]
[mwcard=mw1j12]1 x  Mana Crystal[/mwcard]
[mwcard=PSJ06]1 x  Pillar of Righteous Flame[/mwcard]
[mwcard=MW1J22]1 x  Tanglevine[/mwcard]
[mwcard=MWBG1W01]2 x  Wall of Force[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=MWAPRC07]1 x  Meditating Monk[/mwcard]
[mwcard=MW1C26]1 x  Necropian Vampiress[/mwcard]
[mwcard=FWC16]4 x  Thoughtspore[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MW1E01]2 x  Bear Strength[/mwcard]
[mwcard=LG01E03]2 x  Critical Strike[/mwcard]
[mwcard=FWE03]2 x  Falcon Precision[/mwcard]
[mwcard=MW1E33]1 x  Retaliate[/mwcard]
[mwcard=mw1e32]1 x  Regrowth[/mwcard]
[mwcard=mw1e36]1 x  Rhino Hide[/mwcard]
[mwcard=FWE08]1 x  Mind Shield[/mwcard]
[mwcard=MWA01E02]1 x  Arcane Ward[/mwcard]
[mwcard=MWSTX2FFE04]2 x  Brace Yourself[/mwcard]
[mwcard=MWAPRE05]2 x  Glancing Blow[/mwcard]
[mwcard=PSE03]2 x  Chant of Rage[/mwcard]
[mwcard=FWE05]1 x  Forcefield[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=mw1i06]3 x  Dispel[/mwcard]
[mwcard=mw1i07]3 x  Dissolve[/mwcard]
[mwcard=mw1i24]1 x  Seeking Dispel[/mwcard]
[mwcard=LG01I01]2 x  Clear Mind[/mwcard]
[mwcard=MWSTX2FFI06]1 x  Defend[/mwcard]
[mwcard=mw1i28]2 x  Teleport[/mwcard]
[mwcard=mw1i12]2 x  Force Push[/mwcard]
[mwcard=FWI04]1 x  Force Wave[/mwcard]
[mwcard=MWSTX2FFI03]1 x  Disarm[/mwcard]
[mwcard=FWI09]1 x  Steal Equipment[/mwcard]
[mwcard=MW1I26]1 x  Sleep[/mwcard]
[spellclass]Attack[/spellclass]
[mwcard=MWSTX2FFA02]1 x  Hurl Rock[/mwcard]
[mwcard=MW1A06]1 x  Flameblast[/mwcard]
[mwcard=MW1A09]1 x  Jet Stream[/mwcard]
[mwcard=MWSTX1CKA01]1 x  Surging Wave[/mwcard]
[mwcard=FWA02]1 x  Force Hammer[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

More info about the changes can be found in replies #15 & #62

END EDIT

***********************************************

The book started out originally like here
http://forum.arcanewonders.com/index.php?topic=17747.0
but has since been much improved upon imo.

It started out with Alandell but he's been removed since for a variety of reasons
1- very high sbp cost
2- boosting his attacks can at times just be too taxing on your mana resources
3- the mana you save really opens up the Thoughtspore game
4- he's an all-out offensive powerhouse but is not as good defensively and for this book and its strategy I prefer to have a creature that can excel at both
5- I prefer a creature with more staying power and who requires less maintenance
6- being Legendary, there's always the risk your opponent might play him before you thereby crippling you

Thus, Alandell has since been replaced with a Necropian Vampiress who fits the job description far better and who requires a lot less mana and attention overall to be effective in this strategy.

Vampiress with a Bear Strength is a serious offensive threat but at the same time is a tough defensive nut to crack as well.
Put the Vampiress on Guard and she can take a hit, swing back hard and heal herself in the process.
A guarding Vampiress also has much better synergy with Chant of Rage than a Guarding Alandell.

Her ability to gain Flight means she can take care of enemy Fliers, hop over walls, attack opposing Mind's Eyes etc.

Another addition I'm very happy with is Meditating Monk.
He's 1 sbp and 1 mana cheaper than a Crystal and since the FM (normally) prefers to stay in her zone during the early rounds, the full cast is not a handicap.
Opening with Monk-Crystal allows you to up your mana income to 12 per round for just a 9 mana investment and 3 sbp's.
The other bonus the Monk brings is that he gives you an extra action.

When you have a couple of Thoughtspores out you effectively generate 14 mana per round, which is usually more than enough to support the two spores every round if needed.

In the meantime, the number of Spores and Eyes has gone up to 4 copies of each.
Yes, you'll need them, want them and may one day play all four of one or the other, they are that good and I'm sure they are going to get more attention as they become more prominent.

The standard opening which I like very much goes like

R1 20 : Meditating Monk - Mana Crystal
R2 22(+1) : Necropian Vampiress - FD Bear Strength
R3 16(+1) : Thoughtspore - FD Glancing Blow or Mind's Eye
R4 18/14(+1) : plenty of mana to work with.

13
Rules Discussion / Siren's Call vs Cervere
« on: February 14, 2017, 07:06:22 AM »
Situation :
Cervere is in zone adjacent to Siren.
Siren tags Cervere with Siren's Call.

Question : Can Cervere move into the Siren's zone ( to answer the Siren's call ) and then back out ?

14
General Discussion / Intercept vs Guard
« on: February 11, 2017, 08:22:51 AM »
Mechanically, Intercept works exactly as I would intuitively expect it to work in MW.

You can target any creature with a ranged attack but a creature with Intercept and Guard can step into the line of fire and become the target of the ranged attack. It's an option, not a must.

I wonder why Guard does not work in a similar mechanical way for melee attacks.
Meaning : allow a creature to target any creature in its zone with a melee attack but a creature with Guard can step in between and become the target of the melee attack similar to how intercept works. Again : an option, not a must.

Imo, this way you would still have all the options you currently have but you would create more choices and eliminate some weird unlogical situations,

- You could still attack the Guard first to remove his Guard counter
- You can target another creature and see if the guard steps in or not
- You don't get into a strange situation where you want to attack with a Flame attack and the guard has Flame Immunity, meaning you can't target any creature at all ???

So, my questions
1- would the game be better if Guard worked like Intercept ( but for melee attacks ) ?
2- Do you see any problems if this were the case ?

15
Rules Discussion / Necropian Vampiress vs Chant of Rage
« on: February 11, 2017, 05:58:30 AM »
Example : Vampiress has been targeted with CoR.
Target is in adjacent zone, separated by non-passable wall.

Q : must the Vampiress activate her Flying ability so she can attack her target across the wall or can she choose not to gain flying and move around the wall ?

RAW seems to indicate she must do everything she can to attack target, thus spend 1 mana to gain Flying.

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