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Messages - nitrodavid

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General Discussion / Re: Index and Organized Spell Document
« on: May 23, 2013, 04:19:39 am »
have you gotten any word on this, personally i would like to know if there is an available PDF before i spend a whole weekend scanning my own cards just so i can build decks in combination with an excel spell builder (because i cant remember the wordings of every singe card) while i am traveling on the train/plane and while i am on break at work.

Spellbook Design and Construction / Re: Warlock Beatdown Deck
« on: May 23, 2013, 03:40:38 am »
my advice is reducing your 5 weapons you have.
here is my advice

beat down: lash of Hellfire and mage staff
your constant fire attacks will come from your lash so you don't need elemental wand with fire spell bound to it, and the lash has reach so you won't need mage staff. you can attach a good buff to your wand (battle fury is great) to give you double 6 dice fire hits with your lash

damage over time warlock
get the curse sword and elemental wand (bound ranged quick fire spell).
this one might be better for you creature heavy build because you will be loosing lots of full turns casting creatures so you use your sword to land curse on creatures. make sure you have enough curses to last the game and try to limit 1 curse per small creature (which you will get back with your passive skill). the elemental wand is for ranged fire attacks you can use on flying creatures etc.

since you removed mage staff you can afford battleforge.

regardless I think you have to many equipment. general rules of thumb you want no more then 3 armour, so remove boots if you want to keep cloak

General Discussion / Re: Conquest of Kumanjaro - SPOILERS
« on: May 23, 2013, 12:45:03 am »
you can reveal the transfer enchantment with jinx hidden to the mage that is within 2 Los of the original jinx holder (any creature remember your own, familiars might proc your own jinx). if you do this during the counter spell step for the other mage you can prevent there quick spell.

additionally you can your own creature as a relay so you can cast enchantments (good or bad) to anything 4 zones away from your mage (if the creature is flying no walls can stop your Los as well, or satellite relays I will call them)

General Discussion / Re: Conquest of Kumanjaro - SPOILERS
« on: May 22, 2013, 10:37:30 pm »
your block transfer strategy sounds fun but is very vulnerable to a mage binding perfect strike to the mage wand. but it would be wrong to knit pick at an unplayed and unreleased strategy so soon.

could you imagine if there was a enchantment that triggered an explosion on death and you could shift it to a creature who was obviously going to die (safe from seeking dispel)

General Discussion / Re: Conquest of Kumanjaro - SPOILERS
« on: May 21, 2013, 11:39:49 pm »
@paleblue block is forced to reveal and resolve when the creature is attacked but the attack is not prevented if attack is unavoidable. so the block enchantment is still resolved so the attacker will not pay 2 mana.

short story spells that resolve themselves won't make you pay 2 extra mana

Spells / Re: Familiar Clarification
« on: May 17, 2013, 10:14:08 am »
the rules state that rules printed on a card trumps any conflicting rule in the rule book so spellbind > familiar. aditionally my guess is they wanted to keep the word "Familiar" as a trait on thought spore because there will soon be cards that effect or are effected by Familiar's

General Discussion / Re: Ambassador's Program!!!
« on: May 17, 2013, 04:16:14 am »
I am attempting to join a league in Sydney Australia if it works out well (enough members) I'll apply for an ambassador.

General Discussion / Re: Conquest of Kumanjaro - SPOILERS
« on: May 16, 2013, 10:19:35 pm »
tainted looks like 3 unheal-able damage. which looks like it can be measured one of 2 ways.
have the token count as 3 damage that can't be healed (without poison removal), this means blood thirst will always be active if this is a living creature.
have the life of the target reduced by 3, this will not effect heals or bloodlust

the appropriate damage/life will have to be represented on the mage status board

we will have to wait and see the codex when it is released.

General Discussion / Re: Conquest of Kumanjaro - SPOILERS
« on: May 16, 2013, 09:50:39 pm »
gaining life +6 is different then healing +6 I think. so this card will be nice because it restores your max HP lost due to blood reaper. I haven't seen blood reaper's used in a game for a long time due to there being no easy way to restore your lost life.

Alternative Play / Re: 6-8 player game
« on: May 15, 2013, 06:19:34 pm »
I was disappointed when I found out the additional tokens is not enough to play 4 players. I had to photocopy the Mage status board (due to gloss finish it was bright) and use my old Pokemon damage tokens for the red and black cubes. lucky I already had those extra tokens because my set did not come with all the required tokens (wrath, banish, armour).

a multiplayer booster would be nice perhaps it should include a larger board to justify a decent price.

Alternative Play / Re: 6-8 player game
« on: May 14, 2013, 10:50:14 pm »
the problem with games like that is it encourage players to turtle because they only need to out last the other mage. see found our game went for 6 hours because nobody wanted to go in and attack because then both of them were weaker and will get pumped by the other mages. I should make a post about some solutions I propose to see if they could be included in a supplementary multiplayer rule book.

ideas like (some or all can be used)
> killing a mage gives you +1 attack +1 defence.
> killing a mage gives you half your missing HP back.
> each mage pulls a card from a hat with a player name/colour. first person to kill there target mage wins. multiple people can have the same target and you can kill a Mage that isn't your target just so the other mage doesn't win.
> at the end of upkeep phase by order of damage taken (descending) each Mage gains +2, +1, -1, -2 (ie a handicap catch up system). I will get better calculations for draws later.

Alternative Play / Re: 6-8 player game
« on: May 14, 2013, 08:50:47 pm »
the first problem that comes to mind is knowing who controls  what hidden enchantment. we just managed yo handle out enchantments on our 4 player free for all on the weekend. the rest is just a matter of getting a large enough Arena to account for all the "zone exclusive" cards or limit people to 2-3 at a time.

I had been thinking of rules to protect mages who get bullied by all the other mages. "if a mage is attacked by a mage/mages creature roll 1 fewer dice for every player that has already damaged that defending mage this turn" this will not effect a mage being attacked by a single players swarm because they are all controlled by the same player. so of in a 6 player game, if all 5 players attack 1 mage the 6th player would role 4 less dice when their mage/creatures attacks.

another rule we used was players can define if they are friendly or enemies at any time (both players must agree on friendly) this alignment has to be announced at any time a quick cast could be cast. you can still attack friendly mages this clarification is only used to effect spells that can only target "Friendly creatures" etc (in our game one player changed to enemies just so the priest could not cast an incantation on his creature so she could not get the 1hp reward which was enough to make her die later that turn)

Spells / Re: Familiar Clarification
« on: March 19, 2013, 08:58:01 am »
i can't believe i missed that, thanks for the quick responce. follow up question about that answer, do i have to use the spell during the turn or can i choose to leave it face down during the round and return it at the end

Spells / Familiar Clarification
« on: March 19, 2013, 07:12:12 am »
i apologise if this question has already been answered i have tried my best to solve it myself.

my question is how does a player use the "Familiar" power on cards such as [Huginn, Raven familiar] and [Fellella, Picie Familiar]. i am confused as to how they get there respective spells to use. i think it is used in one of these 2 ways, correct me if i am way off

1)Do i select an additional card from my mage book during the planning stage (like a spawn point) and place it on the familiar to use.
2)or is the familiar only able to use a spells that has already been selected as one of your 2 selected mage spells in the planing phase.

the second option is the mode i have been using for my games of mage wars although i have only been playing with family and friends. i find this makes the familiar a substitute caster for the mage, by taking a turn for your mage if he/she wants to do another action and additionally cast a spell from a far location.

Spellbook Design and Construction / Re: Why Bearskin for the Beastmaster
« on: February 23, 2013, 10:27:53 pm »
just a thought
for the beast master you could kit a
Dragon scale for 3 spell book points (fire cost triple) with [2 armor] [-2 flame] costing 6 mana


Bear skin + elemental cloak also for 3 spell book points (1 + 1 x 2 arcane) with [3 armor] [ -4 frost, -2 fire, -2 lightning] costing 12 mana

the later provides better stats but granted the 2nd option takes and extra turn to achieve and an extra 6 mana. as the beast master him self will eventually be taking attack that are also non-fire, the extra 1 defense seams worth it in my opinion.

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