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Messages - Sylex

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Strategy and Tactics / Re: Funniest way to get rid of Nullify
« on: February 12, 2014, 09:53:59 AM »
I usually add 2 decoy's in every book in place of a seeking dispel because I use them to blank nullify spells more often than not, and its cheaper unless you're a Wizard of course, BUT I was unaware that you still get the 2 mana back from doing this. Awesome bit of info that I'm SURE my friends will argue over until I show them.

Er no. Cancel is NOT destroyed sadly. See my first post in this thread on it.
They are still good though for exactly what the reasons you've given, Sylex.

I see, got ahead of myself there. Thanks DB

Strategy and Tactics / Re: Funniest way to get rid of Nullify
« on: February 11, 2014, 04:48:47 PM »
I usually add 2 decoy's in every book in place of a seeking dispel because I use them to blank nullify spells more often than not, and its cheaper unless you're a Wizard of course, BUT I was unaware that you still get the 2 mana back from doing this. Awesome bit of info that I'm SURE my friends will argue over until I show them.

General Discussion / Re: Opinions are like Teleports. Everyone has one.
« on: February 08, 2014, 02:38:00 AM »
I refuse to comment on the color of the sky as I work nights, and don't go outside very often. Could be polk-a-dots for all I know.

If the sky was green, how would we know when to stop mowing the lawn?

Ya...........get THAT stirring around in the noodle.

Rules Discussion / Re: Goblin builder can't actually reconstruct walls?
« on: February 08, 2014, 02:07:26 AM »
Apparently a Blue Gremlin was in the office when rules for targeting walls were being written.

Strategy and Tactics / Re: Best pound for pound creature
« on: February 08, 2014, 12:27:36 AM »
OK, I'm no mathematician but here's my top 5 in order of what has been the most useful and cost effective to ME personally

1. Devouring Jelly
2. Silverclaw Grizzly
3. Iron Golem
4. Knights of Westlock
5. Blue Gremlin

It was a toss up between the Gremlin and the Falcon but for one more mana, a single Gremlin usually does more work for me than a single Falcon. To me the Falcons greatness only shines in numbers or if they DON'T have an answer to flyers.

I personally hope that Mage Wars never gets to that "Turn 4 victory" point. That's one of the reasons I quit Magic.

"Oh you just put 10 infect counters on me on turn 2......well that was such a fun "game" We should do it again sometime never"

Spellbook Design and Construction / Re: Inspirational Force
« on: February 07, 2014, 10:07:36 AM »
This is the updated list. I changed the strategy a bit, and now rely on the Battle Forge to give me the extra action I need to equip myself while using my Quick Cast for conjurations/enchants, and Incantations, and my full Action to Galvitar everything to death (dice willing). This also allowed me to load up on more equipment, at the cost of less enchants. With Forcefield always being the target of Dispel more often than not anyway, you've only got your defenses and creatures to lean on. This build is pretty do or die in my eyes. There's no room for the elusive trait here. Stand and deliver!.....................or just Teleport ;)

Attacks: None
Conjurations : Hand of Bim-Shalla x1
                       Temple of the Dawnbreaker x1
                       Mana Syphon x1
                       Suppression Orb x1
                       Mordok's Obelisk x1
                       Battle Forge x1
                       Enchanter's Wardstone x1

Creatures : Guardian Angel x1
                   Knights of Westlock x1

Enchantments : Forcefield x2
                          Divine Protection x1
                          Nullify x3
                          Harmonize x1
                          Bear Strength x1
                          Rhino Hide x1
                          Cheetah Speed x1

Equipment : Galvitar, Force Blade x1
                    Dancing Scimitar x2
                    Dragonscale Hauberk x2
                    Gauntlets of Strength x1
                    Regrowth Belt x1
                    Moonglow Amulet x1
                    Eagleclaw Boots x1
                    Mage Wand x2
                    Force Ring x1
                    Defense Ring x1

Incantations : Force Push x2
                       Teleport x2
                       Dispel x2
                       Dissolve x2
                       Repulse x2
                       Sleep x1
                       Knockdown x1
                       Power Strike x1

Rules Discussion / Re: Pentagram and Magebane
« on: February 07, 2014, 07:33:15 AM »
I am led to believe that since the Magebane was revealed AFTER he cast the spell that it does NOT damage him.

Magebane is a tricky card to read though, especially for someone who plays other card games where "cast" and "resolve" may work a little differently.

Since Magebane reads when the opponent casts AND resolves a spell, that would lead me to believe that if said spell is countered that it did not resolve, and therefore Magebane does no damage.

My question is...when is a spell cast, and when does it resolve? Is it cast as soon as you lay it on the table, or as soon as you spend the mana?.....does an enchantment "resolve" when it hits the table, or when it is revealed?

These are all questions that affect the outcome of Magebane, and also all situations I have been in at one time or other. In one of my early games, I had a player tell me that he did not suffer damage when he cast his enchantment, but he did when he revealed it (thus meaning it "resolved") while in another game I had a player take the damage as soon as he played the enchantment face down. I told him about the other player, and he said that was wrong. One could also argue that if you cast an enchantment one turn, and reveal it later that Magebane would not trigger because you did not cast AND resolve in the same turn. I don't think that is correct, but I can see how someone could argue that.

Being an MtG player I am convinced that a spell is "cast" as soon as the card is revealed from the hand, and has "resolved" as soon as it officially enters play meaning as soon as that enchantment hits the table face down and is NOT countered, it has resolved.

General Discussion / Re: Not a single podcast...
« on: February 07, 2014, 12:54:26 AM »
I agree. I would gladly subscribe to a decent podcast for Mage Wars. Best of luck getting that up, and running. Charmyna has done a very nice job, and I especially appreciated his OCTGN tutorial as it is probably the best and most thorough one I have seen. Helped me tremendously when I first started playing on OCTGN. Don't feel like other players are waiting on me to figure out what I'm doing, and that's a nice comfort to have.

If Warlock, and Druid were my only two choices for a tournament, I would probably pick Druid because I think its more versatile than the Warlock. Warlock in my opinion is good, but then again, these are two different types of mages. I picture Warlock as a more offensive image while Druid seems more defensive. I don't have much experience playing as a Druid myself, but I have been beaten by more Druids than Warlocks so take that as you will. Warlock seems a lot more predictable. This is just my personal opinion though. Good luck in the tournament no matter what you decide.

Spells / Re: How essential is teleport?
« on: February 06, 2014, 08:35:42 PM »
Most attack/incantation spells that do damage offer a return of ~1 damage per mana.  By teleporting an otherwise safe creature, or a creature otherwise unable to attack, damage is gained at the rate of the creature's attack ability.  When this happens, it is often to a golem, hydra, or bear, which all hit for 6-9 dice of damage on a slow attack.  @1 space that can be a 2-3:1 ratio, and @2 spaces can be 1-1.5:1, still very good.  This can get even more ridiculous when a single target is moved to a space with multiple creatures that couldn't get to it.  Now we multiply our ratio by the number of creatures.  A golem or plant "pit" waiting can easily dish out 30+ damage in a single turn.

See kids....you really WILL need to use math one day ;)

General Discussion / Re: Name That Teleport
« on: February 06, 2014, 08:29:55 PM »
I envision a vine snapper eating your mage and passing alomg the vine network to a seedling pod and being 'expelled'


I forgot about Divine Intervention. I guess that does it for Holy pretty much. Also, I think nature is the hardest as well. You want to get a similar effect as Teleport, but there's nothing "natural" about the nature of teleporting so that one is a tough one.

Honestly, I think Shadowstep is the only one that could literally clone the text of Teleport, and still work thematically as well as mechanically.

Warp sounds like Ride The Lightning to me lol. Pretty cool idea though.

Spellbook Design and Construction / Re: Inspirational Force
« on: February 06, 2014, 08:22:50 PM »
Note that nullify will not counter dispel. It only counters spells that target your mage whereas dispel targets enchantments on your mage.

Yes, I am aware of this. I originally had 5 in order to play one or two on the opponent, but have since lowered it to 3 for personal safety of equipment. I decided to add the forge, and go more aggressive as well so I can't afford to cut any more I would say.

Trying to mix in holy creatures with a FM is like trying to trying to squeeze two opposing magnets together. It is probably not an optimal way to run a FM, but it seems fun none the less. I will post my new list soon.

General Discussion / Re: Opinions are like Teleports. Everyone has one.
« on: February 06, 2014, 10:18:44 AM »
Godspeed everyone. To all the people of these forums, Godspeed.

I am Sylex, and I approve this message ;)

General Discussion / Name That Teleport
« on: February 06, 2014, 10:13:05 AM »
So in my "What if they did this?" side of my brain, a recent post got me wondering.... What would Teleport be called if it were to be printed in another school of magic? I don't necessarily think this should happen, but for the entertainment purposes of that part of my brain, I am leaving this question open to the forums.

I have already stated that I would name the Dark magic spell Shadowstep in previous posts, but I was wondering if anyone else has ever thought about this, or if anybody would dare to, what would you call them in regards to the theme of some of the other schools?

I was picturing the nature spell as maybe a vine that the mage could use to swing Spider Man style to said location, but I can't think of a name for the spell.

Since I also think that Teleport should have been a Mind spell to begin with, I guess I would call the Mind version Temporal Displacement or something like that, which actually sounds more Arcane to me ironically.

I can't really think of anything for Holy.....Leap of Faith maybe, but the implementation seems a little hokey. I'm sure if I thought about it, I could do better.

What do you think my fellow Mages?

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