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Messages - baronzaltor

Pages: 1 ... 37 38 [39]
Spellbook Design and Construction / Re: wizard mana drain spell book
« on: January 08, 2013, 12:39:41 PM »
Quote from: "Dapuma" post=1534
Why not run more Whirling Spirit they are going to give you a free push 40% of the time and they make the opponent deal with them, if force push worth it?

Whirling Spirits are one of my new favorite creatures in the game.  When on guard they are bastards to kill with counterattacking pushes and incorporeal traits, and when on the offense they do great bonus damage when shoving people into walls like hockey players.

Spells / Re: Banish!
« on: January 08, 2013, 11:20:21 AM »
Banish is great for disrupting combos/synergy, making a familiar go 3 rounds without casting spells or generating mana, it can also be an extreme method of removing a guard or even be used on one of your own creatures who is near death to keep them from getting killed if you dont have a heal prepped for it that round.  it can also be used just to ease pressure, you cant guarentee a kill with a fireball  but if youre staring down 3 creatures you can reliably move one of them from the fight and by the time he comes back his friends have been taken care of.  Its one of my favorite creature control cards.

Also, conditions that are on the creature continue to effect it.. so its kinda fun to banish a creature that has something like Ghoul Rot on it, as they have to keep taking damage but cant recieve heals or have the curse dispelled basically making it a coffin nail if the creature was withen 6 points of death.

General Discussion / Re: Core Spell Tome 2 - 2nd EPIC cards?
« on: December 24, 2012, 07:46:15 PM »
I dont mind extra epics on hand, as I like to have numerous decks on hand, often with multiples of the same mage type, and at times each with copies of certain epics.

given the choice, Id rather the epics be included in the expansions over the core set being the only reliable way to find more.

Rules Discussion / Re: How many creatures/spells in a zone?
« on: December 24, 2012, 11:23:25 AM »
Quote from: "Arcanus" post=2474

  [li]Boltstorm McFaddin's Dwarven Gatling Crossbow[/li]


Im late to this party, but this could be the best named card in all of gaming.

Rules Discussion / Re: Pet/Blood Reaper
« on: December 07, 2012, 01:02:00 AM »
Quote from: "Drealin" post=5039
I don't have the rule book in front of me for the page number, but where it talks about equipment is says that if you cast an equipment spell for a spot that is already occupied, then the equipment you already have out goes back into your spell book.  This means that you can swap out your equipment without having to worry about losing it, unless your opponent dissolves it of course.

In other words, just cast the spell and replace what's already there, putting it back in your spell book.


youre right, I read right past it when i tried looking it up.

Rules Discussion / Re: Pet/Blood Reaper
« on: December 07, 2012, 12:52:17 AM »
On a similar line of reasoning,is it the same with equipment slots?

If Im holding a bow occupying both hands, then want to use a melee and off hand item can i "throw away" the bow to free the slot or just stuck till someone (or I) dissolve it?

Rules Discussion / Pet/Blood Reaper
« on: December 06, 2012, 11:05:42 PM »
Does the current Pet or Blood Reaper have to be killed to free up the token before a new one can be designated?  Or, if I have one active and play a creature Id rather have can I just re-pay the cost/life and move it to the new guy?

Spells / Re: necropian vampiress
« on: December 05, 2012, 08:53:06 PM »
I had always presumed that while vampires as a mythology are technically undead, that as creatures they are still "human" enough that the living rules just applied to them moreso than the non-living ones.    

To me the non-living as a category more speaks to things like skeletons, ghosts, golems, and things that dont operate under the same rules and physics of life.  So while a vampire is an undead creature, its still a flesh and bone being that is capable of receiving healing and has a working, aware mind and personality.  Thus the living category "fits" it better mechanically.

That was my line of reasoning for it anyway.

Mages / Re: Mages that you would like to see in the game
« on: December 03, 2012, 10:54:52 AM »
Quote from: "Hedge" post=4864
baronzaltor have you played warlord in the past your terms used seem to draw predominantly from things in that game?


I have not.

World and Lore / Re: wait... Etheria?
« on: November 30, 2012, 04:09:38 PM »
My Mecha-Neck  deck is going to rock.

Mages / Re: Mages that you would like to see in the game
« on: November 30, 2012, 02:09:04 PM »
A few ideas come to mind

I think theres room for things like:

Lycanthrope:  Has ability/cost/trigger to toggle form.. wolfing out drastically altering mana and spell acess but becoming much more melee/health oriented, or even fully out of control.

"Monk/Jedi"- I use the term loosly, but inspired by a "jedi" style concept.. based around iconic style magic weapon that can deflect/redirect ranged attacks and cut through armor and such as obviously influenced by Lightsabers.  To further reinforce the Jedi feel, the deck/archtype would have basic recreations of "force" powers but could choose to be light or dark (holy/dark) for its other spell types (ie jedi/sith) at deck creation.  (much like the mage selects his element)

Vampire Lord: Count Dracula, Strahd, etc.  You get the idea.

A Lich style concept where the mage himself is invincible but his "weakness" is contained in a zone or conjuration or something on the board, and he loses if that is destroyed.

Dragon Lord:  Who doesnt love Dragons?

Reaver:  Gets more powerful as his health total gets lower and lower

Spell Theif/Doppleganger: works off of or immitates the opponents abilities and spells.

Elemental: Not an elementalist, but literally a Fire/Water/Earth/Air/nature/stone/Etc elemental. (slected at creation)

Ninja: Stealth mechanic of being able to play creatures face down like hidden enchantments, to turn himself facedown to "hide" use sneak attacks and subterfuge and neat ninja magics ala shinobi.  Lightfooted quick fighting mage with neat caltrop traps, smoke bombs,and ninja flavored equipment

Bard: charms and enthalls other creatures, etc.

Martyr/Guardian: based around taking damage and redirecting to himself on behalf of his minions to keep his creatures in the game doing things for him, rather than the traditional angle of creatures defending for the mage.

Other more traditional archtypes include:
Illusionist,  pretty self explainatory.  Illusions and trickery based

Enchanter, again self explainatory focuses on enchanting things

Artificer,  builder.. works heavily through crafted goods (equpiment) and things like golems and clockwork minions

League / Tournament Play / Re: Missouri, Kansas and the surrounding areas
« on: November 30, 2012, 01:38:53 PM »
I recently picked up MW from tabletop, me and a handful of friends are starting to tinker with it a lot so would be interested in such.

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