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Messages - Maverick

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World and Lore / Re: Map of Etheria
« on: October 23, 2014, 10:39:09 pm »
My theory on the map and this has no backing by anyone official is that they do not want to flesh out the whole world in stone so they can expand it as needed with future kingdoms for expansions. If I had to choose between a big pretty map or an open ended number of expansions I would choose expansions in a heartbeat.

Unfortunately I won't be able to make it this time.  It's my wife's birthday and that trumps Mage Wars.  :)

I hear more and more wives are asking to play Mage Wars on their birthdays! It is backed up by a math and even some statistic. Probably not made up by me at all! ;)

Hello Mage Warriors! Just a reminder that this Saturday the 25th is Mage Wars at the Source. We will be starting at 7pm this time as they have another event that goes until then. I will copy the other event below if anyone wants to show up earlier and participate in it.

Saturday, October 25th 11am to 7pm
At the Source Comics and Games

No Fees - No Registration
Just come to PLAY and have FUN! 
Featuring a wide variety of Mayfair and GMT games to Learn & Play
Door Prizes Drawn every 2 hours
Participation prizes for EVERYONE who plays at least one game!

If you have yet to get enough gaming in we will continue with our regularly scheduled Board Game night until MIDNIGHT.

Boooo! Way too much sportsmanship to be had in this thread! I demand one of you make a generalized negative insinuation about the others mother. In response the other party needs to challenge them to a fight by the slide after school. Doesn't anyone care for tradition anymore!? ;)

Strategy and Tactics / Re: On mana crystal effects and efficiency
« on: October 16, 2014, 07:28:36 pm »
Been following this but hesitant to post simply because of how heated it was getting. My personal philosophy is the Mana crystal is worth it primarily in a select few circumstances.

1. You are facing a mana denial strategy and you are trying to counter being mana locked.
2. You have a late game attrition strategy (ie. turtle) and feel that early game investment is worth it for a late game pay out.
3. Your mage is 1 or 2 mana shy of doing a combo you plan to consistently do every turn for many turns.

I think that outside of those select few exceptions it is better to have the mana for an early game tempo advantage and just use it to cast whatever other spells you had planned. A player who sets up infrastructure is at an inherit disadvantage against a player who rush's simply because of the action advantage the rush build has. That advantage can be overcome but should not be ignored when planning a "late bloomer" spell book.

Spells / Re: Holy Hide Armor.
« on: October 16, 2014, 07:14:54 pm »
I think if holy ever did an armor made from creature parts it would probably be non-harmful renewable parts. Maybe Angel feather armor or something of the like.

Spellbook Design and Construction / Re: Meditation Lair
« on: October 16, 2014, 07:05:52 pm »
Defensive use of Rust to get rid of Corrode?! That's... a really good idea!

Spells / Re: Flaming Hellion in a Wizard spellbook?
« on: October 16, 2014, 06:26:53 pm »
The promo is nice but I would rather run Flameblast over that. One more mana, causes damage, and more overall utility because you do not need a creature in position first. Less burn chance but not overly much. Same level of spell too so cheap to include in books.

Alternatively you can run Ring of Fire x2 and when the druid swarms you with plants and vines you can spam it for two turns and burn down everything he has built up. Great against non-druid swarm books too. Not sure why more people do not run this card.

Spellbook Design and Construction / Re: Meditation Lair
« on: October 15, 2014, 08:34:06 pm »
Gotta agree with Boomfrog here. The Thunderrift falcons are actually more durable due to flying, faster and cheaper too. I am not saying your strategy is a bad one but I would consider banking the mana you would have used on the Lair and the Meditation amulet and just using it to summon your creatures instead. You will not have as nice of a late game but it is a rush build anyway. Played right there will be no late game and you don't need the extra action the lair provides with a Straywood Beastmaster.

Not a huge fan of swarm rush but I personally would do this.

Turn 1 (19Mana) - Red Claw Alpha Male (16) Ring of Beasts (2)
Turn 2 (10 Mana) - Bitterwood Fox (4) Bitterwood Fox (5)
Turn 3 (10 Mana) - Bitterwood Fox (4) Bitterwood Fox (5)
Turn 4 (10 Mana) - Bitterwood Fox (4) Bitterwood Fox (5)
Turn 5 (10 Mana) - Tooth and Nail (7) Face down Marked for Death (2)
Turn 6 (10 Mana) - Flip up Marked for Death (4) Acid Ball (5) Use mage to attack or Guard if able.
Turn 7 (10 Mana) - Hurl Boulder (8 ) attack with mage ect.

I think the Bitterwood Fox is better early game for a swarm strategy then the Timber Wolf. Keep them Close to Redclaw and they should last about 2 average hits each before dying. I would summon Timberwolves later in the game if you are forced into a long game and your creatures are getting killed off. Redclaw will probably die before you get a lot of use out of him but make sure you do not hold him back as some use is better then none. Only attack the mage without very good reason otherwise. Could instead use Call of the Wild twice on turn 5 if conditions are favorable.

Spells / Re: Flaming Hellion in a Wizard spellbook?
« on: October 15, 2014, 07:52:02 pm »
I don't see the issue. It is a good card. Unless the rest of your book list contradicts it for some reason I say go for it.

General Discussion / Re: The Magnetic Status Tracker
« on: October 15, 2014, 07:48:55 pm »
I own two of em that I use for my games. Love them. Only issue I have is rarely the mana and the health magnet will attract together as you play. Still worlds better then the wood cubes though.

If you're playing aggro, you don't want to kill zombies, you want to kill the enemy mage.

This is true. My last game was against a Necromancer and I intentionally summoned a Knight of Westlock and let it get damaged so the blood thirsty zombies had to chew on it. While they wasted their attacks against his at that point 6 armor the rest of my minions went around the swarm and focused down the enemy mage.

Though there are comparably priced attack spells that do better damage ie. Hurl Rock. All books do not always run them. In this book I personally only run 1 Hurl Rock. Most competitive books do however run either Rust or Acid Ball. The difference is that Acid Ball still serves a purpose against an unarmored opponent where Rust has no utility outside it's primary use other than maybe baiting a nullify. If you have no other attack spells and need a quick spell that does damage Acid Ball starts looking really appetizing. Sometimes I use them specifically to flush out a defense roll or a suspected face down block.

Against an unarmored opponent Acid Ball does not fall very far behind Hurl Rock on average damage.
Acid Ball: 1-6 damage. Average of 4
Hurl Rock: 0-10 damage. Average of 5. Chance to daze.

Unless you are running Sectarus Rune Sword (spelling?), Fellella pixie companion, the male Warlock, or some other enchantment synergy combination it is not optimal to use Rust over of Acid Ball. Acid Ball has the same game impact 66.6% of the time but is also harder to counter, and deals damage.

You missed a big plus of rust. You can cast it preemptively and flip it when needed. If you need to use an acid ball your opponent probably benefited from his armor against at least one attack which means lost damage.

Not saying you need rust, just saying it's the biggest pro on rusty in my book.

Something to keep in mind is that is also a disadvantage of Rust for 3 reasons.

1.If the opponent never casts an armor source the action and mana are wasted.
2. The facedown enchantment is vulnerable to dispelling before it ever gets flipped meaning you may not get use out of it in a game.
3. The Acid Ball still statistically does at least 1 critical damage on cast meaning it is forward pressure AND armor degradation where Rust is only armor degradation.

In a drawn out battle with extra unneeded actions or if you have good deck synergy Rust can have more going for it. In a damage race however Acid Ball wins out (Statistically) hands down. It also still functions as a cheap attack spell doing 1-6 damage (Statistically 4) if the opponent has no armor to speak of. Every damage counts.

Player Feedback and Suggestions / Re: Grand melee boss fight!
« on: October 13, 2014, 08:40:51 pm »
Sorry I was unaware that "Grand melee" was a game variant you invented. I thought you were just talking about a massive 1 vs. 30 game where the 1 person was an archmage. I logically assumed to fit 31 people on a game board you would use a whole bunch of boards pushed together. I will need to look up your rules to see what you are talking about. By your last post I now assume you mean it as a tournament format of some sort.

If you are posting a variant of rules you created it would be helpful if you noted that and posted a link to the original rules to alleviate confusion. The phrase "grand melee" to a lot of people just means "really big match".

Edit: After now reading your Grand Melee rules I have to say I still agree with Sike.

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