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Messages - HomelessJoe

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League / Tournament Play / Re: Suggested Rule change for cons
« on: November 09, 2013, 11:21:53 PM »
I don't think it  has anything to do with honor at all. Everybody is different. If you don't concede then don't. I hope you play with people who feel the same. 
IMO conceding is simply to mitigate loss of time. If there is a fair chance for me to turn a game around then I'll go down fighting so to speak. If it's an obvious loss I'll concede to save us all the hassle of 'going through the motions'. The act of conceeding is common place in tournaments of all games. The biggest that comes to mind is Chess. 

Sportmanship only comes into play when your opponent wishes to fully beat you and whether your willing to agree to that or not. Or if your willing to accept him conceeding.

World and Lore / Re: Concerning Deathfangs and Warlords
« on: November 09, 2013, 11:10:25 PM »
A pen to paper Mage Wars has potential. I'd play it  ;)

General Discussion / Re: Druid vs Necro Spoilers
« on: November 09, 2013, 12:57:25 PM »
Though I agree 100% with Deckbuilder I'm not sure they are realistic. Deck has compared MW to Magic the Gathering quite a bit. I think we have to remember that MW is a baby of a game. Magic has been going strong for 20 years. In the early days of Magic more things made sense than didn't. I think this is the pitfall for any game that tries to be realistic yet releases expansions. I say different because the only way I see that they could continue down the path we want is to just recycle traits and mechanics without making any effort for new creativity. This too has been done by many of game companies, both board game and video game. When this is done their fanbase explodes with hatred that it's just the same old same old. It's the easy way out. So, it's basically a no win situation to keep all MW fans happy. They have chosen to continue to explore new mages/magic/ mechanics etc. while playtesting the hell out of it to make sure that even if it isn't completely realistic it at least doesn't break the game. For me this is WAY better of a choice than the alternative. Do I wish ever card or mechanic was ultra realistic and intuitive with every other card. Of course. It's clear they try their best to make most cards/mechanics intuitive while still breaking new ground. Once you make peace with that it makes swallowing the bad stuff a little easier.

General Discussion / Re: Release date?
« on: November 08, 2013, 08:41:26 PM »
And if you ordered online like most of us, expect another 3-5 days for shipping.

General Discussion / Re: Mage Wars is #2
« on: November 08, 2013, 05:13:38 PM »
Yeah, I don't think that's much of a stretch to say.

Player Feedback and Suggestions / Re: Core pack of guts
« on: November 08, 2013, 01:46:08 PM »
Oh I'd TOTALLY buy extra effect indicators.  Pretty much every single game I run out of Weakness markers right away and have to get creative on ways to mark additional ones.

I always run 2 Gorgon Archers so that if something with melee gets near me it is usually only rolling 1-2 melee dice.  When you are putting on 1-4 weak counters per turn they run out fast!  >:(

Dude I know! I have two core sets and still run out of Weakness often.

But really guys, just buy another core set. It's like 35.00 on coolstuff and you not only get the extra dice, counters, you also get a ton of cards and two more spellbooks. This imo is so worth the money if you play MW at least once a weak. Not necessary by any means, but nice.

p.s: yeah, no more initiative markers haha.

General Discussion / Re: Mage Wars is #2
« on: November 08, 2013, 01:40:17 PM »
Which is a gimme. Cosmic Encounter will always be his #1 until they make a mimic game with better graphics. He is in love with that game.

Mage Wars at #2, thats awesome!

General Discussion / Re: Druid vs Necro Spoilers
« on: November 07, 2013, 09:40:38 PM »
Oh Awesome! I was under the opposite understanding. Great news for me and my Poison Based Necro!!!

General Discussion / Re: Druid vs Necro Spoilers
« on: November 07, 2013, 06:40:36 PM »
With that said I would have loved to see more Rooted creatures without the possibility of moving. This not only gives her a very different flavor, but it's a thematic flavor that you would expect from a plant based mage. I love the idea of avoiding the really big baddies that are stationary. I also really like the snatch mechanic. Allows for the stationary to still bring a creature to same zone combat. This to me should have been implemented more rather than just giving them the ability to move. It would add a whole new level of planning for the Druid. Her gameplan would have to be a lot more fleshed out than most. It would almost give her style a dangerous maze of creatures of sorts. One you have to avoid or attack. But again, to me that is very thematic as it gives the board more of a dangerous forest like feel.  It's a missed opportunity imo. She is different enough to not be a Beastmaster spinoff, but I would have liked to see more unique mechanics change to set her apart from the rest.

As a side note I have always had a beef with the fact that only "Creature" based plants are susceptible to poison's when non creature plants state they are alive. I would think any and all living organisms could be poisoned unless they were immune. In my book, if they are capable enough to regenerate, they can also die by poison. Besides, poisoning plants just makes sense. 

Alas I wish everything could thematically make sense. At the end of the day however this is a game, one that needs balance. It's easy to lose track of that when so much is alarmingly realistic. In their credit, I'm sure they feel just as strongly as us that they want everything to make as much sense as possible, but some things need to be tweaked or skewed for the sake of the game.

General Discussion / Re: Druid vs Necro Spoilers
« on: November 07, 2013, 01:01:39 PM »
Agreed, there are other creatures that aren't giant akward tree vines things that walk around slowly. If enchanted with mana the Thornlasher who is rooted into the ground is faster than a Hydra (a creature with actual legs). That's a weird thought. I imagined Ents walking around, super slow like Deck Mentioned.  Turns out that's not the case at all. I thought the rooted was going to be more of a restriction than it actually is. Mana is King in this game though, so in actual gameplay maybe they won't be moved very often. 

General Discussion / Re: Druid vs Necro Spoilers
« on: November 05, 2013, 04:56:11 PM »
It stopped right after the box openings happened on boardgamegeek. I'd guess they thought 'what's the point?'.

General Discussion / Re: Druid vs Necro Spoilers
« on: November 05, 2013, 02:17:55 PM »
I'm just ready to get my copy already....

General Discussion / Dice Tower Review of Druid vs Necromancer up!
« on: November 05, 2013, 12:26:50 PM »

Strategy and Tactics / Re: Dispel Defense
« on: November 04, 2013, 11:20:48 AM »
That's awesome! I too hope to play with my kids when they get older. I imagine having my kids beat me in Mage Wars would bring a tear of joy to my eye.

General Discussion / Re: Druid vs Necro Spoilers
« on: November 03, 2013, 11:13:20 PM »
Oh I was hoping the ? by the level 1 was a guess. That's a pretty rediculous level 1 card imo. It's not very often that there are burn markers all over the board, so that's not my primary concern. My main beef is the super cheap cost for a board wide spell that can not only remove all markers (say a mage being rushed by a flame whipping warlock for instance) but that all creatures and conjurations get a heal. This is a must include for living swarm builds and of course nature/holy any build.

I would imagine getting a "Reconstructing Mist" 9 mana/ level 1 that would reconstruct 2 health of all undead would be an enormously huge advantage. I mean, could you lose.

Here is how i'm going to lose to the Druid. She will stay in her start square, shower rain wand, my zombies will be obliterated by Kralathor. He will grow and grow. He will also get his normal 2 regen and get Renewing Rained no matter his location on the board each round. Essentially giving an already incredible juggernaut of a creature a 4 regen. This is a total of three cards. Put a Nullify on him, and or dispel Deathlock/Plauged/Ghoul Rot.  All other creature effort will be to negate any finite life conjurations. I'm worried.

An extra example: Area effect Firestorm for 11 mana full action. Ok go ahead, i'll just pull out a renewing rain full actiont. Squashed that. You just spent 3 points (assuming your warlock/ fire wizard) while I only had to spend 1. Hmmm

Like I said, very powerful.

This spell screams "Hey opposing mage, run directly to the Druid, ignore all other distractions, good luck"

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