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Messages - baronzaltor

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Mages / Re: Is the arena wizard still OP?
« on: April 14, 2016, 10:00:00 PM »
The Wizard also is deceptive because if you are only playing with one base set or sharing a somewhat small collection, his full advantage is less apparent.  The Wizards big strength is spellbook design advantage... but his ability to cheaply run 4-6 copies of Dispel, Dissolve, Jinx and Nullify and teleport doesn't show up if you don't actually have enough copies of those spells one book can monopolize.  If you only have 5 dispels/dissolves/etc and those have to be rationed for multiple mages/books/players to access then the Wizard never gets to be maximized, which is one of the reasons the Wizard doesn't always seem as powerful right out of the box for beginners.

Strategy and Tactics / Re: Help against Purge Magic
« on: April 13, 2016, 08:23:46 PM »
Some random thoughts to help get around Purges...

1-2 Enchanters Wardstones makes Purge Magic really expensive.  Unplayable expensive in some cases. 

Playing a Jinx at the right time can also botch his attempt to purge you, if his first spell that he is trying to waste gets Jinxed, it never gets to burn your Nullify and you've kinda ruined his round.  In fact, just toss out Jinxes all the time him because its annoying.

Another option is to not to directly rely on stacks of enchantments and draw buffs from other sources like incantations and equipment mixes with only a couple enchantments.  Things like Hand of Bim Shalla can buff you without being directly purge-able for example.  Or, have a couple creatures to share your buffs over.  When doing a beatdown sort of Warlock I like to do a tag team of some upper-middle tier creatures like Necropian Vampiress and a Dark Pact Slayer or Blood Demon to make a reaper to share buffs over so that no one Purge Magic can wreck everything.

You can also toss out debuffs/curses on the opponent as you buff yourself... try to get him to spend his Purge Magic to knock off a stack of curses instead of your buffs.

Rules Discussion / Re: Thornslasher and bloodspine wall
« on: April 10, 2016, 09:37:12 PM »
Wow! So we can snatch from another zone even thru firewall then?
Wall of fire blocks line of sight, so thorn lasher cannot see his target to try for a snatch.

Rules Discussion / Re: Three Rules Clarifications
« on: April 10, 2016, 09:35:29 PM »
1) yes. Your Mage counts as a friendly creature

2) no limit

3) both must be revealed because they have mandatory triggers.  Once both turn up you can choose which you want to pay for and use, then the other just fizzles away (or both if you don't want to pay mana for either reveal)

General Discussion / Re: Spawnpoint vs Mangler Caltrops or traps
« on: April 03, 2016, 03:35:48 AM »
Yes, I believe it was put in the rules FAQ a while back, but essentially it was ruled that summoning a creature doesn't count as the creature "entering" the zone. 

Poison Gas Cloud on their Spawnpoint is fun times though.

Rules Discussion / Re: Vines and Obscured
« on: March 11, 2016, 09:57:38 PM »
A Druid has to be able to target the Vine Marker in order to cast a spell from it.  So if the Vine is not obscured and she has clear line of sight, she can cast from the Vine.  If the Vine is obscured along with the zone, she has to be 1 zone away from the Vine to target it.

General Discussion / Re: Warlock Academy Reveal: Demonhide Mask
« on: January 22, 2016, 03:10:59 PM »
While all your attacks get Piercing is nice for 3 mana

Its also snazzy because it doesn't specify Melee attacks, so all your Flameblasts, Fireballs, and Devil's Tridents also get +1 Pierce.  Even other attack spells like Hurl Rock and Acid Ball get a little sharper.

World and Lore / Re: Official MW Lore: The Mage Wars Accords
« on: January 05, 2016, 02:29:24 PM »
Sure! Access to the form only costs 20 banana stickers.  ;)

Don't tempt me.

We could go in halves for one.

World and Lore / Re: Official MW Lore: The Mage Wars Accords
« on: January 04, 2016, 03:03:11 PM »
Is there a form I can submit for "Assistant Lore Master" badge and big pointy hat?

General Discussion / Re: Community Card Contstruction
« on: September 17, 2015, 10:02:56 AM »
Futurama is basically my favorite TV show of all time.

Is this guy a shark or what?

General Discussion / Re: Two Handed Melee Weapons.
« on: September 01, 2015, 04:59:00 PM »
Rot: For a Necromancer who doesn't use the book obviously. A dark scythe would be awesome.
Two handed Scythe with Frost damage because:

A) Chill of the Grave theme potential
B) Calling it an "Ice-Sickle" is fun.

General Discussion / Re: Top 10 Equipment Cards.
« on: March 28, 2015, 02:41:54 PM »
Notably missing from top 10 lists=

Leather Boots/Gloves- At 2 mana and Novice, these are the most cost efficient defensive Equipment in the game.  They fit in almost any spellbook, they have fantastic synergy with things like Vet Belt, Voltaric Sheild or Forge Hammer.   Im not sure the last time I made a book that didnt run at least 1 of these two.  They are cheap, effective, and quite often an opponent isnt going to spend a valuable Dissolve to take away your 2 mana, 1 spellpoint to strip your Leathers. 

Enchanters Ring-  Do you have more than 2 Enchantments in your book?   Do you use block, nullify, creature buffs, decoy, enchantment transfusion, healing charm, or anything along those lines?   Then you benefit from Enchanters Ring.   You would be hard pressed to run a book that doesnt end up saving respectable mana by running Enchanters Ring, especially in tandem with other mage's "caster" rings.   As a perk, its one of the few "or" spells in the game so no matter what mage you are running its never going to cost triple spell points.  (unless some weird mage pops up with triple cost Arcane AND Nature)

Demonhide Armor-  Somewhat mitigated due to its Dark Mage only status, but in my opinion its the best Chestplate in the game next to Harshforge.   Protection from elements is covered well enough in Elemental Cloak in tandem with other defenses/armor, rather than overstack elemental protection (which can be less useful against a rounded opponent or totally useless against the wrong opponent), I much perfer Armor+Critical Barrier.  Its useful against weenie swarms, its very useful against pierce-less, but resilent zombies and helps give your mage a damage edge in a slugfest.  It also adds more "bleed damage" to books based on sapping your opponent down from curses, burns and direct damage.

Personal Honorable Mentions:
Crown of Protection-  Yeah..1 spellpoint, 1 mana, unlimited 2 mana castings of "diet rhino hide" on your units. 

Morning Star/Vorpal Blade- Alongside Mage Staff as great cost-to-effect weapons

Supression Cloak- Gross.

Sunfire Amulet- Worth mentioning, but kinda costly for some books.

Spiked Buckler- Just a promo still, but my favorite "melee defense" equipment.  Pesky combo with Dancing Scimitar.

Galvatar- Only one mage can use it, but its one of the best weapons in the game for pure aggression coupled with a crowd control option.

Sectarus- Mainly included because its one of my personal favorites, its hard to be considered a true top 10 because of how costly it is and how vulnerable it is without investing in extra protection just for it.. but its also a "must destroy" item that can become quite a game changer over just a few rounds.  One of my personal favorite cards to date.

And, as mentioned, Dancing Scimitar is one of the best most rounded Equipment items in the game.. its worth it to drop in almost any spellbook. 

General Questions / Re: Basic attack while holding multiple items
« on: February 26, 2015, 09:57:20 AM »
Or you could just hit someone with a wand of healing... but since its not really a weapon, it just only hits about as hard as you would unarmed.

Rules Discussion / Re: Does Weak affect conjurations?
« on: January 23, 2015, 12:54:48 PM »
In general they still wouldnt effect living conjurations and would just be clutter.  adding -1 melee to mana flowers, tangle vines, and Mohktari would just be extra junk on the board.  It still has no effect.

Most conjurations do not have melee/ranged attacks.. only the two flowers introduced by the Druid (3 expansions after release of the core rules were made), and not sure if they are a big enough case to really warrant adjusting the rules either way.

Rules Discussion / Re: undead
« on: January 20, 2015, 01:20:39 AM »
Nonliving creatures are immune to poison and psychic though.

Not all non-living creatures are Psy Immune.

Earth Elementals for example is not.   Most non-living creatures also happen to have the trait, but it is not an implied feature like poison immunity.  They only have psy immunity if the card specifies.

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