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Messages - Death-from-above

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16
General Discussion / Re: Mage Wars Mondays - Episode 6 Mailbag
« on: July 14, 2014, 12:28:33 PM »
Yeah this episode was great! I was one of the questions that was answered and I thank you for answering it. I agree with the comments made about the Wizard potentially still being overpowered. It all comes down to the dice rolls. No matter how good your plan is going into the match, luck is the name of the game for rolling. All you can do is increase your odds of rolling well.

I also enjoy how the Warlord is in much better shape as a mage with the release of FIF. I managed to get a game in as the Anvil Throne Warlord and got Talos out halfway through the match and wow! I saw the fear in my opponents eyes  ;D

 Awesome episode! Can't wait for more

17
Custom Cards / Re: Sanguimancer
« on: July 14, 2014, 07:50:32 AM »
I like the idea. I could see her coming in with a bunch of equipment that helps boost her bloodsucking ability. Channeling might be a little to low though. Maybe if she had the built in trait of counterstrike to help keep her health up. Just spit-balling.

18
Creative / Re: Custom Warlock Spell Boolk
« on: July 14, 2014, 06:45:03 AM »
That centerpiece really makes the cover! Well done man. Brilliant work!

19

I need to play Talos at some point. I've never gotten the Altar of Domination down.

This is the first time I played as the Anvil Throne Warlord and truth be told, I didn't think I was going to be able to get it out to begin with. In my mind, Talos was sort of a secondary objective for me. He is good, but not auto-win good. I was thinking if I had managed to get him out, great. If not, no big deal. The Alter of domination is a great distraction against the other mage. Once my opponent saw me get that out, he left my mage alone and started to target my outposts. That allowed my mage to sit back, build up mana, and defend my outposts.

I will say it is such a feeling of satisfaction when the Altar has enough tokens and Talos is summoned  ;D

20
I played a match last night with the Warlord against the Male Warlock and won. I wanted to use the hammer, but the ability didn't justify the mana cost in my head. I changed it to the Spiked Mace at the last second before the match. It was a pretty decent match. The only mistake my friend made was not pressuring me early ion He didn't start coming at me until turn 3 and by then I had my economy pretty much up and running by that point.

Managed to get Talos out, even after the LOF blew up one of my outpost. He was awesome. Even though my friend managed to kill him, he bought me enough time to get out ranged support and an Iron golem to start hammering him into a corner.

21
Strategy and Tactics / Re: Openings, pt. 2
« on: July 09, 2014, 09:53:22 AM »
I probably should have done the math on the mana to figure out you were adding both discounts. My bad.

Anyway back on topic, I can contest to the usefulness of the brute opening. You have used that before on me and I beat me pretty good. I can also see the venomous zombies being a pain to repel.

22
Strategy and Tactics / Re: Openings, pt. 2
« on: July 09, 2014, 09:32:16 AM »
Is the (1) coming from the [mwcard=DNQ02]Death Ring[/mwcard]? Remember you have the opportunity to use the Death Ring up to twice per round. Not that big of a difference but it can help get out your zombies faster.

23
Rules Discussion / Re: Decoy and Seeking Dispel interaction
« on: July 09, 2014, 06:17:37 AM »
It took me a while to wrap my head around this but I think it is starting to make sense. Before, I was simply following what the text ruling said; "When this spell is destroyed, its controller gains 2 mana", therefore once this spell was destroyed, regardless of how it was destroyed, the controller received 2 mana. All revealing does to decoy is destroys it. I think I was looking at the ruling wrong but inadvertently reached the correct conclusion.

Man, this is indeed a tricky ruling.

24
Rules Discussion / Re: Decoy and Seeking Dispel interaction
« on: July 08, 2014, 02:18:19 PM »
In terms of detail, I gotta vote for Kich.

Everyone elses explanation was good though.

25
Rules Discussion / Re: Decoy and Seeking Dispel interaction
« on: July 08, 2014, 10:40:27 AM »
Im sure I am late to the party for the 2 banana sticker so I will give you my simplified look at the spells

Decoy states: "When Decoy is revealed, destroy it. When this spell is destroyed, its controller gains 2 mana"

Seeking Dispel States: "Destroy target hidden enchantment. Controller of target enchantment cannot reveal the target enchantment once Seeking Dispel has been cast"

What's bolded in Decoy is the key statement. When this spell is destroyed, its controller gains 2 mana. It doesn't specify that the destruction needs to come from the revelation of this spell. It just says "When this spell is destroyed, its controller gains 2 mana"

Seeking dispel destroys enchantments before they can be reveal. Decoy doesn't have to be reveal to yield the 2 mana to its controller. It just needs to be destroyed. All revealing does for Decoy is give it another avenue for destruction.

I hope thats right  ;D

26
Events / Re: Tournament Charlotte NC! 7/6/2014
« on: July 07, 2014, 09:17:09 AM »
Famous last words for the match "I really should have tested this book before today."-Adam.


Hahaha that sounds very familiar to a lot of matches I play.

27
General Discussion / Re: How to post card name with card image.
« on: June 30, 2014, 07:09:41 AM »
Hey Timer000

All you need to do is at the top of the forum, under the Cards tab, select spellbook builder.
That will open up a separate tab allowing you to create a spellbook.

If you follow the instructions in this forum topic: http://forum.arcanewonders.com/index.php?topic=13225.0
it will tell you how to use the options in the spellbook builder.

When you are done, there is a button at the top that says Export. Under that tab, there is a selection for Forum Code.

Once selected, it will give you a list of text that has the spellbook you worked on. You just copy the text and paste that into a forum post that you are posting and when you press Preview on the post, it should show up with the card names with links to the images and the yellow scroll background.

I hope that helped.

28
Alternative Play / Re: MW Chess
« on: June 20, 2014, 12:10:59 PM »
-Fast: Can move and quick attack; if they finish their move in a zone unoccupied by an enemy creature, they can move one more zone in the legal direction from where they land.

How does this work if the Fast creature is a Knight?

I hadn't thought of that. It could be they can move one more in the direction they finished the move in so for example if he moved up 1 and right 2 and he landed in a zone unoccupied by an enemy, he could move right 1 more or if he moved down 2 and left 1, he could move left one more time. I think that could work

29
Alternative Play / Re: MW Chess
« on: June 20, 2014, 11:53:03 AM »
I found this to be a idea very cool. However, I'm just concerned about balancing issues. It would require several hours of play testing to refine this idea.

I 100% agree. Lord0fwinter and I plan on testing this particular game mode soon I hope. Today I am going through every spell available now and running test scenarios to see if a certain ability or anything of the sort would break it in anyway. I also have to factor in every step within a normal Mage Wars match i.e. Upkeep, deployment etc. I am also very open to any ideas people happen to have. After a few test games with it, I will give an update if this will work or not. I believe it has potential.

30
Alternative Play / MW Chess
« on: June 20, 2014, 08:16:09 AM »
Hey guys. I wanted to run by an idea for a different game scenario. I was thinking the other day of how to counter a specific opening and I made the comment to myself that Mage Wars is a lot like chess. Trying to think 3 moves ahead of your opponent. Then I thought, why not try an actual Mage Wars chess scenario.

Here is what I have so far for rules and setup:

This would be played on a chessboard set up and not with the original Mage Wars zones. Each mage starts with creatures on the board that pertain to a different chess piece.

Pawns = Only Level 1 creatures
Rooks = Level 1 - 3 creatures
Knights =  Level 1 - 4 creatures
Bishops = Level 1 - 3 creatures
Queen = Any Level
King = Your Mage

-You can have the same creature for multiple chess pieces, but you can't have the same creature for different types of chess pieces i.e. You could have 2 Knights be Iron Golems but you couldnt have 1 knight and a queen be an Iron Golem. You can also have different type of creatures as the same chess piece like you could have 3 bitterwood foxes and some bobcats for pawns.
-Mage health would not be changed
-The starting channeling would be 3 for all mages
-Both mages start with 10 mana
-In terms of movements and turns, the game would play exactly like chess. Pawns can only move 1 up (or 2 if they are moving up for the first time), Rooks can only move up, down, left and right etc. The turns would also be like chess. One mage moves a piece; then the other moves

Here is where it gets interesting. Instead of just simply taking your opponents piece; they would still fight in the zone. In terms of movement traits and attacking, I've broken it up like this:
-Fast: Can move and quick attack; if they finish their move in a zone unoccupied by an enemy creature, they can move one more zone in the legal direction from where they land. (Can't attack after the extra move)
-No movement traits: Can move and quick attack
-Slow: Can move OR attack
-Elusive: Normally, if a creature lands is in a zone with the enemy, they cannot move foward. The only moving the can do, if its a legal move, is go backwards i.e. a pawn couldnt go anywhere since they can never legaly move backwards but a rook can still move back. For elusive creatures, they still have to stop when they reach an y enemy occupied zone, but their next turn, they can still move foward. If this is confusing, let me know and I can clear it up.
Flying: Same as elusive unless they are in a zone with another flying creature. When they attack, they lose their flying ability for the next turn. This allows ground units to attack it the next turn. This may need to be tweaked a bit. Not sure if that will work or if flying will still break it.

-Moving a pawn or your mage doesn't cost any mana
-Everything else to move cost 3 mana
-Attacking does not cost any mana
-Guarding is considered a full action (might change)
-When defenses are used, unless they have the infinity symbol, that creature has to be activated again at least once before they can use the defense again.
-Only 2 friendly creatures can be in the same zone at a time
-Mage quickcast marker still works
-Things that would normally be activated in upkeep would be counted upon activation of targeted creature i.e. if there is a burn on your pawn, you would roll for damage/removal when you choose to use that pawn again.
-Mage can also bring:
>5 enchantments
>5 Incantations
>5 Equipment
>3 Conjurations
>5 Attack spells
>No creature spells

Decided that there can be two ways to win. Either kill the opposing mage outright, or manage to get 2 of your creatures in the same zone as only the mage. That would be considered checkmate I suppose.

Things Im still trying to figure out:
-Whether or not to give bonuses for mages using their own school creatures and whether or not to gives some sort of penalty for have a creature in the opposing school. I feel it would give incentive for mages to use their own class of creatures. The Forcemaster is wrench in this plan
-Status effects like burn, rot etc. I was thinking maybe after 3 activations with the creature would remove whatever status was on them.
-There are certain spells that might be detrimental to the game like Forcefield. With that one, I figured instead of the tokens coming back, you only get 3 tokens and once those are gone, forcefield is destroyed. There are a few others I know that need special ruling. I just need to root them out.
-Can't decide one whether a mage should be allowed to heal themselves or not. I don't think they should but I will leave that up to public opinion.

Thats what I have so far. Its a work in progress and I know I dont have all the pieces together yet but I think it could be something fun. Any suggestions would be welcomed.

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