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Messages - gw

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Events / Re: ADMW Open - OCTGN Tournament!
« on: March 29, 2016, 09:49:22 AM »
Kaarin vs gw
Saturday 2nd , 1930 GMT+2

1730 GMT = 1230 ArcaneWonders Forum (Central US)

General Discussion / Re: Arena vs Original - New Player
« on: March 28, 2016, 05:07:59 PM »
On the other hand...I spent hours covered in piles of MTG cards and card lists hoping to come up with a reasonable way of organizing (never managed to accomplish that  -not even trying with Mage Wars  :)  ). Great times...15-20 years ago though. 8)

Make sure you have a good system for organizing your cards! Not keeping my collection organized by set from the beginning is one of the biggest mistakes I've made as a Mage Wars player, especially now that I've started playing Academy as well as Arena. Organizing my cards is going to be quite the summer project!

General Discussion / Re: Academy mage-release order
« on: March 24, 2016, 12:41:59 PM »
Is there somewhere an overview of upcoming products and estimated release dates ?

First time I hear of Lost Grimoire ... can't find anything regarding upcoming products and release schedule.

General Discussion / Re: Academy mage-release order
« on: March 20, 2016, 01:04:55 PM »
Let's just hope all the academy mages will be released by the end of next year!!!!

N-e-x-t -y-e-a-r-?


Rules Discussion / Re: Flying, LOS, & Unmoveable
« on: March 05, 2016, 06:46:48 AM »
I'm not sure what impact this would have on sensation when passing through a ghost, though. It might make you rethink how ghosts work... Or not...

He slimed me.

General Discussion / Favourite school of magic ?
« on: February 20, 2016, 03:04:59 PM »
That question is long overdue  8)

Strategy and Tactics / Thoughts on attacking
« on: February 11, 2016, 02:09:19 PM »
Thoughts on attacking - triggered by the question why I dislike Chitin armor so much

I can fully appreciate the joy and aestethics of a nice builder strategy - a healthy, benevolent set-up,  not meddling with the opponent's affairs and simply waiting for him to realize how futile his attempts are and then accept his resignation - a gentleman's way of winning.
I like to kill quickly, I like to harass my opponent, I like to mess up his plans, I like to focus my damage on the mage, I prefer attacking to defending - and that's why I love to play aggrssive styles.

What I would like this thread to be is a place for aggressive players to share thoughts about openings, attacking ideas or general thoughts on that topic.

At the current state of the game I think attacking is an uphill battle but I also think that this is how it should be - it just shouldn't be too steep.
Just my thoughts and experiences on that matter :

1. Opening situation : Attacker vs Builder

I refer to turns 1 to 3 or 4 as the opening phase of the game.
It takes about 3 to 4 turns to establish relevant contact with your opponent.
An aggressive player needs that much time to close-in and develop a serious threat.
A defensive builder must reckon with a aggressive player and therefore must be ready to defend appropiately.

Opening situation when an attacker meets a builder around turn 3/4 :

Attacker :
- has a creature (probably better and more expensive than the builder)
- invested probably at least one action into a double-movement to close-in quickly and save mana.
- 1-2 minor support spells, e.g. one hidden enchantment

- has a creature (probably defensive-ish in nature; a good guard or all-rounder)
- invested all actions into infrastructure and has at least 1 spawnpoint (additional channeling + action)

The necessity to spend time closing-in and less infrastructure based spells are the reason why aggressive play will have a growing disadvantage the longer the game goes - but that's deal:
You either kill quickly or you don't kill at all.

2. Midgame

This is where an aggressive spellbook wants to decide the game and kill. Shouldn't last longer than turn 10.
That's where things get tricky - really tricky. Margin of error is quite small here.
So, what does an attacker has to deal with ?

----- 1st defensive measure : Guards
In general my impression is that it is easy for an attacker to efficiently deal with defending creatures. There are many ways to get rid of guards. Nevertheless it is important to note that dealing with guards cost actions and mana and must be done - it is a necessity.

----- 2nd defensive measure : Damage reduction, defense and healing

In order to deal the required 30+ damage to the opponent mage, one also has to break through the mage's defense, too.
This is where I think that the game probably tips out of balance towards the defender (and where "Chitin Armor" (promo) would have a negative impact).
why is that ?

First, let's look at the raw numbers of different stacking slots and possibilites (permanents, one-off heals excluded)

Core (that is what you can expect from any deck; probably with multiple copies):
Armor +2
Gloves +1
Boots +1
Breeches +1
Belt anti-crit dmg
Cloak +1
Enchantment +2
Regeneration +2 heal/turn

-> sums up to 8 armor, 2 regen/turn and crit dmg conversion
All are very cheap and cost 6 or less mana !

Additional possibilites:
Aegis -1 dice
Defense equipment
Defense enchantment

Second, let's look how aggressive decks can deal with that :

a) Ignore the armor. Direct damage curses like [mwcard=MW1E24]Magebane[/mwcard], [mwcard=MW1E19]Ghoul Rot[/mwcard] and conditions like Tainted, Burn.
Very good but limited in availability.


b) Deal with the armor. And here is where the game might tip too much out of balance.

+++ Pierce : some creatures and weapons have pierce but usually only 1 maybe 2 and that simply is not relevant.

+++ Destroy the armor : This doesn't work. A defender will always be able to outequip you at the moment. Why?

1. Thanks to his infrastructure he has an action and mana advantage, which he all can invest into getting up his defense. The attacker has to save actions for attack and is left with usually 1 quickcast or maybe -if he chooses to not attack- with a 2nd spell (but he doesn't attack then !)

Attacker : 1-2 actions to deal with defense
Defender : spawnpoint action (new guarding creature or equip) + 2 actions to equip defense.

2. "The hidden enchantment"-problem
Your opponent has an armor that you would like to [mwcard=MW1I07]Dissolve[/mwcard] and a hidden enchantment on him. This definitely has to be expected to be a [mwcard=MW1E29]Nullify[/mwcard], which means you either can take the risk to waste most of your turn's mana and your only action to do nothing but get countered or you invest even more actions (which you don't really have) or you wait and accept that the armor stays.
The problem is more complex because it could also be [mwcard=MW1E36]Rhino Hide[/mwcard] or [mwcard=MW1E32]Regrowth[/mwcard].
Which card do you prepare ? Worst case is you decide it's a Nullify, but then it is a Rhino or Regen. So instead of +2 Armor your opponent suddenly has +4 or regenerates next turn = gg

3. Armor comes from different card types (related to Nr.2).
The action advantage and various different card type armor sources (enchantment or equipment or condition marker) mean that spells used to attack must do more than simply remove armor - they must make up for the action disadvantage and be flexible.
-> I think we need a spell that removes armor no matter if coming from an enchantment or artifact (aka Corrode or Rust).

+++ Reduce the armor : What do we have ?
[mwcard=MWSTX2FFE07]Rust[/mwcard] -2
Corrode condition (relevant sources [mwcard=DNA01]Acid Ball[/mwcard] and [mwcard=DNC03]Devouring Jelly[/mwcard] because they also do more than just removing armor. They deal damage and remove armor regardless of source.)

That's it.

-2 (!) and maybe some corrodes vs. +8 and additional effects.
Having an armor that has -3 Acid (source of corrodes) is problematic at the moment (Chitin Armor promo) in my opinion.

Note that we haven't even dealt with the threat of Healing and Defenses.
As an attacker you have to have answers to both, which usually are reduced to [mwcard=MW1E31]Poisoned Blood[/mwcard], [mwcard=MW1J19]Deathlock[/mwcard] and [mwcard=FWE03]Falcon Precision[/mwcard]. I think these options are sufficient though but one must be aware of the timing and prevent healing early.
In my opinion even though this also is "just another thing one has to deal with" I don't have the impression it's a problem.

----- 3rd defensive measure : Run away.
Straightforward. Problem is it also costs actions to follow / get to him but ok.

Conclusion on the armor topic : There are not enough efficient anti-armor concepts/spells around. The only 2 relevant concepts are Rust (can be played any time, works against armor from any source) and Corrode (armor must already be present, works against armor from any source).

Note that some Mages have innate defensive abilities that are very useful for defense :
Wizard : ignore 3 dmg each turn
Priestess : immune to conditions (corrode)
Dwarf : difficult to get rid of his equipment

3. Endgame

This is the "Here be dragons" unknown realm.
It shouldn't be relevant for an aggressive player. This is where [mwcard=MW1Q19]Mage Wand[/mwcard] rules or weird 20+ mana creatures amass.
This is where Keynes' "In the long run...." scenarios are part of the discussion about the outcome of a game; e.g. "In the long run I win because I have an eternal servant
 [mwcard=DNC19]Venomous Zombie[/mwcard] that inflicts unlimited Tainted markers over time and cannot be killed  (if my  [mwcard=MW1Q19]Mage Wand[/mwcard] with [mcard=MWSTX1CKI01]Drain Soul[/mwcard] isn't enough)."
You spellbook and strategy has nothing to do with this phase of the game.

4. The nature of an aggressive spellbook

You need a solution for every situation. You need the best solution for every situation.
It doesn't matter how much spellbook points the spells cost. In the end if your spellbook only has 30 cards it doesn't matter - the game lasts less than 10 turns anyway. If it doesn't you probably already lost.

Thx for reading.

Spells / Re: Poll: Spitting Raptor vs Flaming Hellion
« on: February 10, 2016, 12:40:14 PM »
True, but I hope Chitin Armor never gets released.
In the current state of the game where defensive play and armor stacking is already an issue imho, it would totally ruin the game  8)

Spells / Re: Poll: Spitting Raptor vs Flaming Hellion
« on: February 09, 2016, 11:19:52 AM »
easy one. Raptors! Pierce and corrode <3 <3 <3 <3  8)

Events / Re: Hey guys
« on: February 01, 2016, 01:08:42 PM »
Welcome back :)

Spellbook Design and Construction / Re: My Newish Druid itteration
« on: January 31, 2016, 03:10:23 PM »
[mwcard=DNQ08]Vinewhip Staff[/mwcard] (auto stuck) and [mwcard=MWBG1E01]Astral Anchor[/mwcard] (no teleport) should shut down movement pretty efficiently and effectively.

Openings, the openers can change depending on what your enemy mage is doing but by and large you want to have the enemy mage istelf locked into tanglevines for as long as you can, as soon as you can. by doing so you can gain yourself an extra economy turn or so after the first three rounds, as a tanglevine can and will eat at least one enemy action, sometimes 2 or three.

Spellbook Design and Construction / Re: Spiked Anchor - Forcemaster
« on: January 25, 2016, 10:38:17 AM »
Think this one needs a bump (and more praise and credit).
This opening is awesome and has the potential to kill really quickly - I especially like the fast aggro version posted by Borg.
Imho this idea is a significant boost in competitiveness of the FM and early aggro concepts.

General Discussion / Re: Thunderdome - G
« on: January 24, 2016, 03:15:45 PM »
Robot dinosaur...solid idea for a creature used by a steam-punk like dwarven hero though (war/air).

Strategy and Tactics / Re: tournament viable necromancer?
« on: December 31, 2015, 03:26:31 AM »
Bit late to the party but just in case a copy/paste from the thread including vid links :

The games all were interesting to be honest :

The mirror match showed the function of the walls very nicely.

The game vs HairyPoppins was interesting because it showed the idea and theme of the deck (clock : Idol of Pestilence and maybe Deathlock) in the clearest way.

Also the above mentioned game vs Keejchen was nice because I think it was the one where I did play best - not making sloppy plays, mistakes.

The final vs Gdieckhaus was another Priestess. Actually, the Necro was designed as an answer to the question "How can one possibly kill a defensive 4 GA Priestess ?", so I was quite optimistic here :)
and   (English version)


Thread includes the spellbook and some afterthoughts although those are of course outdated.


Spellbook Design and Construction / Re: Spiked Anchor - Forcemaster
« on: November 08, 2015, 11:59:23 AM »
Yay ! Finally. Thank you ringkichard and Laddinfance  ;D

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