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Topics - Beldin

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Rules Discussion / Gurmash Battle orders
« on: September 20, 2017, 10:21:51 am »
If a battle order has been cast already in a turn:

1) can Gurmash, Orc Sargent cast the same battle order a second time and it double the effect of that battle order?
2) if the warlord is in the same zone with Gurmash, Orc Sargent and has an Ivarium Halberd out is he effected by both battle orders, as if he were a soldier?

I think I have read this all right but I am just checking my maths; am I correct in saying I can make my dwarf warlord have -6 tough and 2 armor this way?

Rules Discussion / Invisible vs Chant of Rage
« on: July 07, 2017, 03:21:21 pm »
I was doing some thought experiments today as I go back to Forcemaster as its one I have never got to work yet.

Am I right in thinking that Chant of Rage can place a Hate token onto an invisible creature?

My reasoning is that the token placement is an effect that does not directly target the invisible creature, you pick a creature you control.

If not could someone please explain.

Rules Discussion / Damage: how big is the package size?
« on: February 08, 2017, 03:27:10 pm »
When a creature takes damage from a single source does it take all the damage at once or does it take it in singular packets? This is important as there are immediate effects in the game that are triggered on "HIT". I understand I maybe approaching this from the wrong angle, but would like an official call on this.

Fan Fiction / Assassins in the night
« on: February 02, 2017, 12:26:58 pm »
Vernan knelt on a precipice overlooking the battle below. The chilled air caused a shiver and he pulled his thick cloak around himself a little tighter, the crimson lining catching slightly on the studs of his flexible leather armour. He felt the hatred boil within him and focused it to the task at hand. He knew if he allowed the darkness to consume him completely then the Count would escape and his masters would be displeased. The battle below seemed distant, even though it was only in the valley beneath him. The sounds a little duller, the smells less metallic, and the sights like memories being played before the eye; Vernan slipped into a dark reverie for he knew he had been ordered to wait until the right moment. Unconsciously running a finger along one of the long daggers strapped to his back, he waited until the last blue standard had fallen. This was the signal. He dived with perfect grace from his high perch, a shower of dislodged icicles fell around him as he had used the edge as a springboard. He spread his arms wide and a pair of spring loaded knives appeared in his hands as he fell. Each finding their mark upon landing, into the chests of the nearest guards.

Whispering a single word Vernan became covered in an oily mist which flowed quickly from him, tendrils of magic snapping as this second skin became its own form. The eldritch revenant began fissuring and within moments three ebony doppelgangers stood with him. Dividing his mind in the way he had been trained he worked them like dark puppets, dealing death as if he had cast the blows with his own hands, not leaving a single member of the court guard alive; some of the fittest and greatest warriors ever trained by the court of Ellios. The plump Count Fredrick, a mottled, rat faced man with a mop of greasy black hair sat on his horse, stunned by the quick and sudden death of his men; some had been friends since childhood. However he knew the time for mourning was not now, he had to survive and fulfill his orders. This was not what he was promised, not what he was promised at all.

Vernan uttered with authority, "My lord, this day has been long coming. By the power vested in me by the Will of the Bog Queen and the decree of the council of Faltos, you have been found guilty of the crime of treason by murder. For this, the only sentence is death." Vernan became thin lipped and whispered three more words of power, weaving magic that danced like fine strands playing over his lips. "Now there is no escape, for we are outside time."

With a snort Count Fredrick interrupted him indignantly, clearly not listening, "How dare you! How dare you slaughter my men and try for my life. Do you realize who I am and what I can do to a rogue mageblade like yourself?" The words died on his lips as Vernan’s cloak was caught by a gust of wind and the badge of the Kilmerae flickered into view. The sight of three ravens around crossed scythes made Frederick draw in his respect. Yet still he continued talking with an uncaring, superior air. "Who sent you? It was Galthor, wasn't it? He has always wanted my lands!" Exclaiming like a pig before its throat is slit. "Whatever you are being paid I will triple it!"

Vernan took a breath and sighed "My Lord, you cannot pay me with what you do not have. I am paid in the honour that my Lady’s justice is carried out. In the loyalty of my peers and the love of killing squealing, devil dealing scum that believes it can lead my country to ruin." He smiled darkly. "The only loyalty you felt I took from you, in the lives of the conspirators laying at my feet.”

These words wounded the count as he was used to getting what he wanted, as much as the salt in the wound of losing dear friends. A silence fell between them, the count bowed his head in the realisation of defeat. With that Vernan carried out his trade with a meticulous fashion, like an artist creating a masterpiece. He did not touch the horse as the creature had done no wrong. He considered using the beast as his escape route, however the impact of his surprise was waning and the barding it wore was too obvious not to be the Counts horse. He took the tributes the council would ask for and disappeared like a wraith into the night.

Rules Discussion / Elephant Grass
« on: December 17, 2016, 01:53:31 pm »
Is Elephant Grass meant to be lacking the living trait?

I understand with a very high life total that regenerate x might have been seen as a wrong choice, however as it is a plant should it not have the living trait and not nonliving as it currently has by default conjuration rules?

Strategy and Tactics / Strategy Article - Outs
« on: August 29, 2016, 08:39:10 pm »
Hi guys!

This article is in response to a question on here about what toolbox spells are needed, in the way of dispels et al, and I realised to answer it would require quite a long answer to do it justice and it would be better described as an article on the subject of outs.

What is an out?

An "Out" is the strategy used to change the board state from unfavourable to favourable, to allow a book to complete one of its paths to victory. Usually an out is applied when you are in a bad situation and have to stabilise before winning. It sometimes call for using cards in creative ways, such as applying an enchantment just for its curse sub-word or applying flying to a creature with regenerate 1. Also using a combination of cards to change the board state, so that the card(s) in the arena are no longer a threat to you can be classed as an Out. Lastly an out can be as simple as using Teleport to reposition a slow creature 4 zones on your first quick cast then take double move upon activation.

The Rules of Outs
  • Never quit! A game is never lost until you have no Life or Health remaining. I have seen guys concede a game where if they had just took a tiny bit of time and thought about how to change things a tiny bit then they could get to a point where they could just ignore the damage they were being dealt and deal with the opponent effectively. You cannot play to your outs if the game is over!
  • Where is my focus? Ultimately you will never win this game if you do not do enough damage to the opponent mage. They will always win if you never damage their mage and only their creatures. This said, however, Adramalech is a huge threat and can kill in 6 turns, so unless you can kill their mage in less turns then focus on the large creature first, armour up, etc.
  • What is left in my book? More will be said about building to your outs later in the article, however this is knowing what your book can do and the spells in that book. As the game lengthens what you have left in your book will ultimately shape the outs you can play. Do you have 2 Acid Balls and an elemental wand in book, and a wizards tower (under the old wording) in play? Not an entirely efficient way to deal with zombies, but an out all the same.
  • What resources do I have? Health:Life, activations remaining, and Mana are the main resources that an out worries about and also in that order. You can have all the actions and Mana in the world, however if the opponent kills you in the next quickcast phase then it does not matter. If you have enough life left (atleast 6 or 12, depending on the book) then look at your actions. Do you have Hugin or just a lone gargoyle sentry in play? This will shape any outs. Lastly Mana, can I afford to do all my actions this turn, or does a more efficient out, played over more turns, work just as well?
  • How well do I know my opponent's mage? This is more of an advanced level of outs. It is looking at what your opponent has, what strategy are they forming, how can I counter that while not using precious resources better used to further my own plan. It is also knowing the sort of spells a book will have given a certain mage. A warlord will not have a lot of Arcane spells, so an enchantment heavy out will not be dispelled as easily.
  • How fragile is my out? Any combination of cards gets weaker the more complex you make it. Does your out require the mage to stay where he is, and what happens if he decides to move? Does an exact set of actions have to take place, in a certain order, for the out to work? Sometimes you will get to a point where you do not have a simple out, however plan to the most simple out each time. Also sometimes you have to be bold and try the risky play, it can work, just it may not if there is chance involved.

Building to your outs

As a good friend of mine says: "Playing Mage Wars is just a small part of the hobby, the biggest part is building spellbooks."

And he is right. If you do not plan your outs, you can never play to them. This means working out how many spell points you need to beat your opponent with under optimum conditions, how many to have as a plan B, if that is no longer optimum (optional), and the rest makes up a toolkit of outs. This toolkit is shaped by the current Metagame (which could be an whole article to itself), however some cards are staples for any book. Dispel, Dissolve, Disarm, Crumble, Teleport are all staple cards. The number of each depends on the book I am building, which schools that mage is trained in, and how much of a problem I feel a certain situation will be to me.

I hope this helps, and as always thanks for reading.

Rules Discussion / Zero reveal costs and discount rings
« on: April 26, 2016, 01:27:53 pm »
Hi guys,

If a zero reveal cost enchantment has a subtype that interfaces with a discount ring, does that give it a -1 cost; thus gaining a mana. I cannot find anywhere in the rules or FAQ a ruling on paying costs, casting costs, or reveal costs being subject to a minimum of 0. Also the same question to general costs reduced below zero?

Custom Cards / Illusionary Construct
« on: April 14, 2016, 02:14:05 pm »
Illusionary Construct
School Mind level 4
Type: Construct - Creature
Subtype: Illusion
Cost: 12
Armour: 0
Life: 9
Attack: 3 Dice
Non-living, Pyschic resistant, Ethereal
During the upkeep phase the controlling mage may pay 2 mana per ability, to gain any of the following, until the end of turn:
+2 Melee, Fast, Ellusive, Unavoidable, or may Heal 2 damage. 
Each ability may only be chosen once per turn and do not count as upkeep costs.

"An Iron Golem may serve to defend your body, but a creation of the mind will never rust." - Laddinfance, Primus of the White Spires.

This is the book that I played at the second London Tournament at Darksphere, where I came in 2nd place.

[spellbookname]Deadly Hydro Mage Offensive[/spellbookname]
[mage]A Wizard (Water) Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[mwcard=MWSTX1CKA01]2 x Surging Wave[/mwcard]
[mwcard=DNA01]4 x Acid Ball[/mwcard]
[mwcard=MW1A06]2 x Flameblast[/mwcard]
[mwcard=MWSTX2FFA02]6 x Hurl Rock[/mwcard]
[mwcard=FWA04]1 x Hurl Boulder[/mwcard]
[mwcard=MW1A04]1 x Fireball[/mwcard]
[mwcard=FWA05]1 x Invisible Fist[/mwcard]
[mwcard=MW1J07]1 x Gate to Voltari[/mwcard]
[mwcard=MW1J12]3 x Mana Crystal[/mwcard]
[mwcard=MWSTX1CKJ02]2 x Wizard's Tower[/mwcard]
[mwcard=MWSTX1CKC08]2 x Gargoyle Sentry[/mwcard]
[mwcard=MW1C05]4 x Blue Gremlin[/mwcard]
[mwcard=MW1C18]1 x Gorgon Archer[/mwcard]
[mwcard=MW1C21]1 x Huginn, Raven Familiar[/mwcard]
[mwcard=MW1E20]1 x Harmonize[/mwcard]
[mwcard=MW1E15]2 x Essence Drain[/mwcard]
[mwcard=MW1E29]2 x Nullify[/mwcard]
[mwcard=MWSTX2FFE04]2 x Brace Yourself[/mwcard]
[mwcard=MW1E36]1 x Rhino Hide[/mwcard]
[mwcard=MW1E32]1 x Regrowth[/mwcard]
[mwcard=MW1E21]1 x Hawkeye[/mwcard]
[mwcard=MW1Q15]1 x Leather Boots[/mwcard]
[mwcard=MW1Q07]1 x Elemental Cloak[/mwcard]
[mwcard=MW1Q06]2 x Dragonscale Hauberk[/mwcard]
[mwcard=MWA01Q09]1 x Wispwillow Amulet[/mwcard]
[mwcard=MW1Q16]1 x Leather Gloves[/mwcard]
[mwcard=DNQ07]1 x Veteran's Belt[/mwcard]
[mwcard=MWA01Q04]1 x Leather Chausses[/mwcard]
[mwcard=MW1I28]2 x Teleport[/mwcard]
[mwcard=MW1I07]4 x Dissolve[/mwcard]
[mwcard=MW1I06]4 x Dispel[/mwcard]
[mwcard=MWSTX2FFI03]2 x Disarm[/mwcard]
[mwcard=MWSTX2FFI05]2 x Ignite[/mwcard]
[mwcard=FWI14]2 x Heal[/mwcard]
[mwcard=MW1I17]1 x Minor Heal[/mwcard]
[mwcard=MW1I20]1 x Purify[/mwcard]
[cost]Total cost: 120 pts[/cost]

Cards sitting at the 120-130 point range:

Eagle Wings (for the Gorgon), Purify, Hurl Boulder, Hurl Meteorite, Mage Wand, Hand of Bim-Shalla, Hawkeye


Turn 1
QC: Gate (B1)
Move: None
FC: Mana Crystal (A2)

Turn 2
QC: Mana Crystal (A1) 
Move: A1 > B1
FC: Mana Crystal (C1)/Harmonise for Gate

From here the idea is get out all 4 Gremlins and then switch into hurl rock mode, optimised with Hawkeye. The rest of the book is a toolbox of spells to answer specific problems.

Now for an in-depth look behind a lot of the spells in the book.


I have built a toolbox of spells to sit on my wizard's tower. I also hard cast these spells through hawkeye.

Surging Wave - I use this mainly for equipment rush decks, and warlords, that rely Battle Forge. Battle forge has Hydro +3 so I use this against my opponent and hit his forge with 12 dice in a single turn. I also use this as a slam generation part of my wizard tower toolbox to deal with guards.

Flameblast - Defenses are a problem for this deck as it effectively switches off the "hit it with a rock, if it doesn't work; use a bigger rock" mentality of this book. Remove the guarding creature with a defence with these if I can

Hurl Rock/Fireball/Hurl Boulder - Main Offensive spells.

Invisible Fist - Etheral spike Damage for when arcane zap on its own isn't enough.


Gargoyle Sentry - Anti nuke books, also to guard the gate if I feel I can turtle due to the opponent coming to me more than me having to go to him. Intercept is golden.

Blue Gremlin - The Gremlins work in tandem with hurl rocks to be the main damage grind in this book. I also love to guard with these to play mind games with opponents who are not paying attention.

Gorgon Archer - Anti swarm device. This creature can drop a Falcon/Activation. Also can be used as a swarm distraction device, as while the opponent goes for the Gorgon I can ignore his swarm.

Hugin - I have thought about dropping his guy. He can be useful, but I am now leaning towards a mage wand or two, after realising the late game potential for a mage wand, especially if the match goes to time.

Other spells/tricks

Ignite and dispel/dissolve - Ignite is one of my favourite cards and of all of the nullify hunting cards out there, I feel it is the best one. Decoy is a great card, do not get me wrong, but what happens when its resolved? I get two mana back, yay? Zero Cost Purify? Meh. Id rather use it as a purge magic (see its section). Whereas with ignite if the spell completes I get a burn token on the opposing mage. If not then I pop a nullify and still get to remove the offending card I need gone.

Purify - This is another of those really interesting cards that I love. It removes a stack of rot tokens. One of the hardest to remove condition markers in the game, outside priest. Also I love to use this as a mini purge magic to remove a DOT clock with a single activation. Magebane, ghoul rot, plagued, etc are all poison so all can be targetted.

Wispwillow Amulet - For later game to counter the removal of a mana crystal.

Website Support and Feedback / 4 ed Arena Rulebook Round Summary sheet
« on: October 28, 2015, 09:26:35 am »
I have just went to download the Round summary sheet as I will be teaching a friend how to play. I found firstly that the round summary sheet is not the 4 edition one but an earlier edition, so I opened the 4 edition rulebook on the dropbox page and prepared it to print.

I get a messed page that is below:

I am using windows xp on this machine with Chrome Version 46.0.2490.71 m and an Epson Stylus DX5000 series.

Custom Cards / Mind Assault (Arcane Attack Spell)
« on: August 09, 2015, 02:30:21 pm »
Mind Assault    Arcane 3
Attack             7 to cast

Ranged symbol  Mana symbol  2 Dice  6+ 1 Mana Burn  12+ 2 Mana Burn

Mana Burn (Condition)
Can only affect objects that have a channelling attribute. During upkeep roll a dice and remove that much mana from the object. For each point that exceeds an objects total mana deal a point of damage.

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