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Messages - Scarob

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Spells / Re: Mage's Wand
« on: November 04, 2012, 04:21:39 AM »
the combo that ive found with wands that works for me is mage wand with bound force push, and elemental wand with jet stream (7 mana to do potentially up to 10 attack dice combo, and dazing the target - all with range 0-2, and two pushes) ^^.......even better if you have Hawkeye ^^

however the worst comes to the worst it costs 7 mana to deal 2 attack dice damage and a single push Oo but then why would you spend soo much mana on not doing much?? unless you really had to

Player Feedback and Suggestions / Re: Expansions
« on: November 04, 2012, 04:01:43 AM »
one thing that iv been wondering about is with the mage expansions - will they only include the mages spellbook cards? or action tokens, quickcast token, dice and the like as well?

Creative / Re: Novels/Books of some kind?
« on: October 15, 2012, 03:53:24 PM »
I'd like to see tournaments that occur to have an extra involved with the game to record the details of the game - so what spells are cast and where and so on - then these details to be worked into the novels, that way the players in a tournament can say that they are mage X in a specific novel and would result in a nice players create novel jointly :)

a background of each mage could be made based upon that players gaming style

oh and how about a trilogy of novels that are set at the exact same time frame, with a couple of overlaps but all from different perspectives of three main characters...

General Discussion / Re: Laid back or aggressive?
« on: October 15, 2012, 03:42:02 PM »
Most of the games ive been in iv been the Beastmaster - weirdly my favourite game was the one i lost XD, but even so iv foun myself drifting towards a combat Wizard - Force Push on wand, Jet Stream on wand and 7 armour from various equipment and enchantments and some heals does nicely :)

Quote from: "Nihilistiskism" post=1939
IMO the priestess build wasn't very well-rounded, because in all my games I've never needed that much healing by merit of doing other, more important things, like generating creatures, throwing attacks, and enchanting the battleground. The best defense is a good offense they say...

hehehe Nihil ive found that for hte Priestess that the best offense is a good defence XD - archers galor and knight and angel is all you really need XD

Player Feedback and Suggestions / Re: Expansions
« on: October 15, 2012, 03:31:30 PM »
yes we had, but they were part of multiple random stand alone threads - with it here it allows all, including the new players who have joined to see what ideas exist in one place...that was the point of this new thread as it is all in one place and in the relevant section

Player Feedback and Suggestions / Expansions
« on: October 14, 2012, 03:47:16 PM »
Ok then, there has been quite a lot of talk about expansions for MW. Ranging from school specific spell tomes, to generic second spell tome to Mage specific tomes....all yet to be decided from what ive read

sooooo I thought that a thread in the Suggestions section souly for people suggestions for Mage Wars would be of use ^^

Here's my ideas:
Arena expansion - new designs of the existing game board that could relate to different areas of the Mage Wars world map?

Single Zone tiles - a pack for single zones that contain different effects, pit fall, low gravity, spike trap that attacks all in the zone and triggers on the roll of a 10+ each time the Initiative marker is passed along to the next player

so what are peoples ideas then?

Strategy and Tactics / Re: Opening moves
« on: October 14, 2012, 02:07:07 PM »
Quote from: "ghbell" post=1943
I like a battleforge (cheap overall cost) and then a mage buff of some type.  I like Cheetah Speed or Fly.

Ermm mage buff of some fly??? .....Eagle you cant - it can only target Non-mage Living Creatures....otherwise a flying mage would be a little OP....


Quote from: "theduke850" post=2134
"when you cast a wall, you may immediately take a second identical wall spell card out of your spellbook (if you have one) and cast it at the same time. you must pay the full mana cost of both spells, plus mana equal to the spell's level."

Direct quote from the rule book pg. 21

the rulebook uses a wizard casting a level 2 wall with a mana cost of 7. you then can take out a second copy of the same type of wall, pay an additional 7 and the level of the new card - for a total of 16 (manna cost + mana cost + level) - so yes Duke is correct

as for my opening moves i prefer mana gen - followed by equipment - Armoured Wizard for me so far has worked nicely ^^ especially with Mage Wand and Force Push, and Elemental Wand and Jet Stream - one to two pushes and 2 dice attack - push into wall so at the most you can double push, causing 5 dice of damage and a daze ^^ only for 7 mana hehehe

General Discussion / Re: Necro Posting cutoff
« on: October 13, 2012, 01:27:48 PM »
Ideally what we need is an option for those that have created an account for he mage wars website to be able to mark the threads that they have no interest in any more - the downside to this is that it requires ALOT of effort on the web programmers side

Besides if you use the already existing My Topics tab then i shouldn't matter who has posted in old threads as the topics that you have posted in are your only updates Oo

Personally im against bumping a thread just to get it to the top of the list, but not to lock old threads

How about a tick box option that allows users to select whether they want their post to be removed after X amount of time? if it is not selected then the post stays up

or maybe an update to users that ask whether they still want a message to stay up or wouldn't mind them being removed?

Custom Cards / Re: Ballista
« on: October 13, 2012, 01:15:24 PM »
There has been a previous topic on "Spells I'd like to see" under the Spells thread - that this should be under (although it has been dead for 1 month now)

however your Ballista as conjuration requiring a crew in theory could work - however it is a massive combo that is very weak on defence, as all your opponent needs to do is pop off one of the crew and splat Ballista useless - it would only really work for extremely large games with two or more arena boards, it focuses too much on relying on what you need to get out to get it to work - rather than what is happening in the arena

thats how i see it anyway

Strategy and Tactics / Re: Opening moves
« on: October 07, 2012, 08:50:13 AM »
Now that i have the game ^^ - with only two games, one being a go through of the walkthrough in the rulebook (Me as eastmaster) - and another where we made our own spellbooks (Me as wizard vs Warlock)- i found that starting with mana gen works best as it took over 9 turns for my opponent to take out even just two Mana Crystals XD - sooo much mana lol

I've found that having two of the majority of spells works well. I'm interested in seeing how well the other mages work out, and may be changing my mind to which I thought I'd prefer XD, which was the Wizard - leaning towards the Beastmaster hehehe

General Questions / Re: Can Jinx counter Seeking Dispel?
« on: September 29, 2012, 03:33:43 PM »
Shadow that was a fantastic explanation, I at least understand how it works now.......thankies XD - id karma you if i could XD il have to wait to get the option back lol

Player Feedback and Suggestions / Re: Card distribution in future products
« on: September 29, 2012, 02:58:49 PM »
Quote from: "Rhiojin" post=1531
Quote from: "Scarob" post=1433
What about in the online store having a section that allows us gamers to select X number of cards to construct our own Mage Tome?

This is a really good idea  :ohmy:

YIPPY ^^....enjoy your karma XD

General Discussion / Re: Looking for a little disclosure
« on: September 29, 2012, 02:57:03 PM »
Well my opinion is (and ive mentioned it in another post, my apologies) about having 90% of a box is pre set and the last 10% players choose what spells they want or something.

Anywho, there will inevitably be an online store for singles as all card games generally go that route. However there could be a special section on the online store for those that have signed up to list the spells that they would like to sell and could set their own prices, with a little extra for AW ;)

General Questions / Re: Can Jinx counter Seeking Dispel?
« on: September 28, 2012, 03:57:06 AM »
Quote from: "Gigan" post=1440
Well, Arcanus is the creator of Mage Wars, so his word is law.  Haha! :)

haha XD

Right - so:
1. you cast spell X
2. spell X resolves
3. spell Y counters spell X
4. spell Y resolves

because that's what i'm getting from the explanations.....where as I read the rules as:
1. you cast spell X
counter y/n
2. y - spell Y resolves to counter spell X
3. n - spell X resolves due to no counter

sorry if im getting annoying pushing the subject, just getting confused with it as im still in MTG mode XD

pretty much does Seeking Dispel resolve when it is cast, or in the resolve step of the spell casting? as your explainations seem a little weird to me as it makes Seeking Dispel unstopable as it cannot be countered?????

Player Feedback and Suggestions / Re: Level up and customize your Mages!
« on: September 28, 2012, 03:42:00 AM »
You could have the upgrades just as purchased spells, they in essence work like equipment but do not take up any slots and your only allowed one or two maximum - that should override the issue of legality as they're just normally purchased cards :)

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