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Messages - Knabbmaster

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16
Events / Re: The Arcane Duels League
« on: October 03, 2019, 01:57:20 PM »
So I realised that I still had all my decks from the groups in a folder so:




VS ein-michas Wizard
Wizard

---  Attack  ---
1 - Surging Wave - 1 - 2 - 2
2 - Acid Ball - 1 - 2 - 4
1 - Hurl Boulder - 2 - 4 - 4
1 - Fireball - 2 - 4 - 4
1 - Arcane Missiles - 2 - 2 - 2

---  Conjuration  ---
1 - Gate to Voltari - 4 - 4 - 4
1 - Mana Crystal - 1 - 1 - 1
1 - Pillar of Righteous Flame - 2 - 4 - 4
1 - Mana Shard - 1 - 1 - 1
2 - Alluring Orchid - 1 - 2 - 4
1 - Renewing Spring - 2 - 4 - 4

---  Creature  ---
2 - Devouring Jelly - 3 - 3 - 6
4 - Blue Gremlin - 2 - 2 - 8
1 - Huginn, Raven Familiar - 3 - 3 - 3
1 - Lightning Raptor - 2 - 2 - 2
1 - Darkfenne Hydra - 4 - 4 - 4

---  Enchantment  ---
1 - Jinx - 1 - 1 - 1
1 - Nullify - 1 - 1 - 1
1 - Unholy Reversal - 1 - 2 - 2
3 - Giant Size - 1 - 1 - 3
2 - Dodge - 1 - 1 - 2
1 - Reprisal - 1 - 1 - 1
1 - Brace Yourself - 1 - 1 - 1
1 - Chant of Rage - 1 - 2 - 2
1 - Divine Reversal - 1 - 2 - 2
1 - Magebane - 1 - 2 - 2

---  Equipment  ---
2 - Wind Wyvern Hide - 1 - 1 - 2
1 - Leather Boots - 1 - 1 - 1
1 - Leather Chausses - 1 - 1 - 1
1 - Leather Gloves - 1 - 1 - 1
1 - Regrowth Belt - 1 - 2 - 2
2 - Mage Wand - 2 - 2 - 4
1 - Leather Helmet - 1 - 1 - 1
1 - Enchanter's Ring - 1 - 1 - 1
1 - Elemental Wand - 2 - 2 - 2

---  Incantation  ---
4 - Teleport - 2 - 2 - 8
2 - Dispel - 1 - 1 - 2
5 - Dissolve - 1 - 2 - 10
2 - Minor Heal - 1 - 2 - 4
1 - Lesser Teleport - 1 - 1 - 1
2 - Seeking Dispel - 1 - 1 - 2
2 - Disperse - 1 - 1 - 2
1 - Upheaval - 1 - 2 - 2

My first game of the tournament and I was still unsure of what to do so I picked the wizard because it is my most played mage (and I also thought that he might be the best objectively as well). For the mirror I thought that the winner would be whoever succeeded in the early gremlin vs gremlin battle (not quiet as sure now).




VS Sharkbaits Beastmaster
Wizard

---  Attack  ---
4 - Beam of Frost - 1 - 1 - 4
1 - Cone of Frost - 1 - 1 - 1
2 - Jet Stream - 1 - 1 - 2
1 - Lightning Bolt - 2 - 2 - 2
2 - Acid Ball - 1 - 2 - 4
1 - Twister - 2 - 2 - 2
1 - Flameblast - 1 - 2 - 2

---  Conjuration  ---
1 - Gate to Voltari - 4 - 4 - 4
1 - Mana Shard - 1 - 1 - 1
1 - Pillar of Righteous Flame - 2 - 4 - 4
1 - Mana Crystal - 1 - 1 - 1
1 - Renewing Spring - 2 - 4 - 4
1 - Wall of Thorns - 1 - 2 - 2

---  Creature  ---
3 - Blue Gremlin - 2 - 2 - 6
2 - Devouring Jelly - 3 - 3 - 6
2 - Gargoyle Sentry - 3 - 3 - 6
1 - Usslak, Greater Orb Guardian - 3 - 4 - 4

---  Enchantment  ---
2 - Akiro's Favor - 1 - 2 - 4
1 - Hawkeye - 1 - 2 - 2
1 - Rhino Hide - 1 - 2 - 2
3 - Jinx - 1 - 1 - 3
1 - Rust - 1 - 2 - 2
1 - Brace Yourself - 1 - 1 - 1

---  Equipment ---
1 - Leather Helmet - 1 - 1 - 1
1 - Leather Chausses - 1 - 1 - 1
1 - Deflection Bracers - 1 - 2 - 2
2 - Wind Wyvern Hide - 1 - 1 - 2
1 - Regrowth Belt - 1 - 2 - 2
2 - Mage Wand - 2 - 2 - 4
1 - Elemental Wand - 2 - 2 - 2
1 - Leather Boots - 1 - 1 - 1

---  Incantation  ---
1 - Purge Magic - 3 - 3 - 3
3 - Disperse - 1 - 1 - 3
1 - Dispel - 1 - 1 - 1
2 - Seeking Dispel - 1 - 1 - 2
4 - Dissolve - 1 - 2 - 8
1 - Minor Heal - 1 - 2 - 2
1 - Purify - 1 - 2 - 2
1 - Heal - 2 - 4 - 4
3 - Teleport - 2 - 2 - 6
1 - Force Push - 1 - 2 - 2
1 - Lesser Teleport - 1 - 1 - 1
1 - Upheaval - 1 - 2 - 2


I got more convinced that the wizard would be the best choice since he was doing well vs the necromancer in training matches and the druid could just be met with fire. The main thing I thought I could use vs the Beastmaster was that she is (almost) forced to play living creatures, this guaranteed that my frost spells would find targets.







VS Reddicediaries Paladin
Wizard

---  Attack  ---
3 - Beam of Frost - 1 - 1 - 3
2 - Jet Stream - 1 - 1 - 2
2 - Acid Ball - 1 - 2 - 4
1 - Surging Wave - 1 - 2 - 2
1 - Swell - 1 - 2 - 2
1 - Hurl Boulder - 2 - 4 - 4

---  Conjuration  ---
1 - Gate to Voltari - 4 - 4 - 4
1 - Mana Shard - 1 - 1 - 1
1 - Pillar of Righteous Flame - 2 - 4 - 4
2 - Mana Crystal - 1 - 1 - 2
1 - Renewing Spring - 2 - 4 - 4

---  Creature  ---
4 - Blue Gremlin - 2 - 2 - 8
3 - Devouring Jelly - 3 - 3 - 9
1 - Gargoyle Sentry - 3 - 3 - 3

---  Enchantment  ---
1 - Akiro's Favor - 1 - 2 - 2
1 - Hawkeye - 1 - 2 - 2
1 - Rhino Hide - 1 - 2 - 2
2 - Jinx - 1 - 1 - 2
1 - Rust - 1 - 2 - 2
1 - Brace Yourself - 1 - 1 - 1
2 - Unholy Reversal - 1 - 2 - 4

---  Equipment ---
1 - Leather Helmet - 1 - 1 - 1
1 - Leather Chausses - 1 - 1 - 1
1 - Leather Boots - 1 - 1 - 1
1 - Deflection Bracers - 1 - 2 - 2
2 - Regrowth Belt - 1 - 2 - 4
3 - Mage Wand - 2 - 2 - 6
1 - Elemental Wand - 2 - 2 - 2
2 - Storm Drake Hide - 1 - 1 - 2

---  Incantation  ---
2 - Disperse - 1 - 1 - 2
2 - Dispel - 1 - 1 - 2
3 - Seeking Dispel - 1 - 1 - 3
3 - Dissolve - 1 - 2 - 6
2 - Minor Heal - 1 - 2 - 4
4 - Teleport - 2 - 2 - 8
1 - Steal Equipment - 3 - 6 - 6
1 - Banish - 3 - 3 - 3


The paladin just like the wizard gains alot from the format since he is so flexible and I did not find a good way to counter the mage. Banish was for the dragon, steal equipment was meant to steal any protected wands but other than that I built a pretty normal wizard.


VS Keejchens Paladin
Wizard

---  Attack  ---
3 - Beam of Frost - 1 - 1 - 3
2 - Jet Stream - 1 - 1 - 2
2 - Acid Ball - 1 - 2 - 4
1 - Surging Wave - 1 - 2 - 2
1 - Swell - 1 - 2 - 2
1 - Hurl Boulder - 2 - 4 - 4
1 - Hurl Rock - 1 - 2 - 2

---  Conjuration  ---
1 - Gate to Voltari - 4 - 4 - 4
1 - Mana Shard - 1 - 1 - 1
1 - Mana Crystal - 1 - 1 - 1
1 - Pillar of Righteous Flame - 2 - 4 - 4
1 - Renewing Spring - 2 - 4 - 4

---  Creature  ---
4 - Blue Gremlin - 2 - 2 - 8
2 - Devouring Jelly - 3 - 3 - 6
2 - Gargoyle Sentry - 3 - 3 - 6
1 - Gorgon Archer - 4 - 4 - 4

---  Enchantment  ---
1 - Akiro's Favor - 1 - 2 - 2
1 - Hawkeye - 1 - 2 - 2
1 - Rhino Hide - 1 - 2 - 2
2 - Jinx - 1 - 1 - 2
1 - Rust - 1 - 2 - 2
1 - Brace Yourself - 1 - 1 - 1
1 - Unholy Reversal - 1 - 2 - 2

---  Equipment ---
1 - Leather Chausses - 1 - 1 - 1
1 - Leather Boots - 1 - 1 - 1
1 - Deflection Bracers - 1 - 2 - 2
2 - Regrowth Belt - 1 - 2 - 4
2 - Mage Wand - 2 - 2 - 4
1 - Elemental Wand - 2 - 2 - 2
2 - Storm Drake Hide - 1 - 1 - 2

---  Incantation  ---
2 - Disperse - 1 - 1 - 2
3 - Dispel - 1 - 1 - 3
2 - Seeking Dispel - 1 - 1 - 2
4 - Dissolve - 1 - 2 - 8
1 - Minor Heal - 1 - 2 - 2
4 - Teleport - 2 - 2 - 8
1 - Steal Equipment - 3 - 6 - 6
1 - Banish - 3 - 3 - 3


I was honesly not really sure what to do vs the paladin but at the same time I did not feel scared either. I did not play alot of creatures which is ok but against the slower paladin that keejchen played there was not much room for any errors (this was my first loss).





VS Biblofilters wizard
Wizard

---  Attack  ---
2 - Beam of Frost - 1 - 1 - 2
1 - Fireball - 2 - 4 - 4
1 - Hurl Boulder - 2 - 4 - 4
1 - Hurl Rock - 1 - 2 - 2
2 - Acid Ball - 1 - 2 - 4

---  Conjuration  ---
1 - Battle Forge - 2 - 4 - 4
1 - Pillar of Righteous Flame - 2 - 4 - 4
1 - Hand of Bim-Shalla - 1 - 2 - 2
1 - Alluring Orchid - 1 - 2 - 2

---  Creature  ---
1 - Mhegedden, Sealed Demon - 4 - 8 - 8
1 - Ehren, Enduring Paladin - 3 - 6 - 6
1 - Steelclaw Grizzly - 4 - 8 - 8

---  Enchantment  ---
1 - Hawkeye - 1 - 2 - 2
2 - Regrowth - 1 - 2 - 4
2 - Bear Strength - 1 - 2 - 4
2 - Nullify - 1 - 1 - 2
1 - Unholy Reversal - 1 - 2 - 2
1 - Divine Reversal - 1 - 2 - 2
1 - Poisoned Blood - 1 - 2 - 2
1 - Rust - 1 - 2 - 2
1 - Magebane - 1 - 2 - 2
1 - Akiro's Favor - 1 - 2 - 2
1 - Jinx - 1 - 1 - 1

---  Equipment  ---
1 - Enchanter's Ring - 1 - 1 - 1
1 - Leather Boots - 1 - 1 - 1
1 - Leather Chausses - 1 - 1 - 1
1 - Leather Gloves - 1 - 1 - 1
1 - Leather Helmet - 1 - 1 - 1
2 - Wind Wyvern Hide - 1 - 1 - 2
1 - Wychwood Ironvine - 1 - 2 - 2
1 - Mage Wand - 2 - 2 - 2
1 - Elemental Wand - 2 - 2 - 2
1 - Dispel Wand - 2 - 2 - 2
1 - Wand of Healing - 1 - 2 - 2

---  Incantation  ---
3 - Teleport - 2 - 2 - 6
1 - Dispel - 1 - 1 - 1
2 - Disperse - 1 - 1 - 2
2 - Seeking Dispel - 1 - 1 - 2
6 - Dissolve - 1 - 2 - 12
2 - Minor Heal - 1 - 2 - 4
1 - Ritual of Kallek - 1 - 1 - 1


I had already gone through the group and was still completely out in the blue in what I should do in the mirror. So last second (well hour) I decided to use this as a playtest game and played a new build entirely to see how the strats would do against eachother. This book get dice faster than the normal wizard and gets safer as well with the forge. My gut feeling was that it would be slightly worse but very tough to play against since I can kill the enemy mage (or creatures) quiet quickly if I land a good teleport (theese guys are not slow so you can't run from them like you can from the jellies). The game started, I fell behind, eventually he made a mistake, I landed a teleport and won shortly after. My gut was right!

17
I am not really sure what you mean with aggresive books. Early rushes have always been bad, since you can trade actions  (healing the damage, play jinx...) and the defender gets a headstart with 30 + life (3 rounds or 6 actions). What HAS been (and still is?) possible is to snowball early on with for example a big creature that kills stuff from turn 3 or 4. You always need to have an advantage in order to go for their mage.

I mainly think that AW forgot that conditional effects should not lower the cost. Like ritual of kallek does not really deal damage and the amulet does not restrict you to 1 action.

I like games that are eventful the length does not really matter. My favorite types of games are when both mages are at 20 ish damage for 10+ rounds while they still try to get long term advantages at the same time. Just summoning 10 creatures each and then slam them into eachother all at once is the worst experience BY FAR.

I hope we get more cards like deathlock and Idol of pestilence to kill turtles.
And also if you get a quick game you can just go again! ;)

18
Events / Re: The Arcane Duels League
« on: April 24, 2019, 11:41:53 AM »
There is no clarification on how the Embalmed will work in the tournament. The most important ruling is of course how it interacts with eternal servant.

19
Spells / Re: The Embalmed
« on: April 11, 2019, 10:14:48 AM »
Arkdeniz, there are 2 things that I think you should understand.

Firstly The Embalmed copies a creature, this means that any previous info on the card is overwritten, which would mean that it's old effects will no longer trigger.

Secondly I do think it makes sense to have this as a creature spell. It has to do with consistency and future card interactions. To keep the game cleaner they probably did not want noncreature spells to summon creatures the instant they are played.

20
Strategy and Tactics / Current meta
« on: March 11, 2019, 09:12:13 AM »
What does the current metagame look like, which mages are the strongest and how are players trying to beat them?

I haven't been very active lately and the last time I felt like I had at least some understanding of the mage wars meta was probably rigth before the wizard nerf. There are not a ton of discussions about the metagame and the ones I have seen have been about the strenght of specific cards like the bees and not about builds or archetypes.

Also how are cards like the disciple and leviathan treated in competetive play? They really do change things.

The picture I am currently having in my mind is that you can run gate wizard, disciple priestess and rushes with big creatures. But that there should still be an endless amount of 40% winrate books. How wrong am I?

21
Player Feedback and Suggestions / Re: Halfing as Mages
« on: November 07, 2018, 06:05:00 AM »
I think we should have 8 halflings one for each major school of magic, one trained in earth and fire and one trained in air and water. When building books with them you pick 2 haflings as your mages. All should be level 3, have around 18 life, pest, lifebond 2 and a 2 dice melee attack. None of them need a quickcast marker since you get your 2 actions either way from having 2 mages, they should also share mana supply.


22
Alternative Play / Re: Academy Druid and Elementalist Graduates
« on: October 31, 2018, 06:46:17 AM »
I like the idea for the druid, he would need something to do with vines of course. But if it is a buff that is given I think it would be cooler to turn vine markers into temporary growth markers onto vine creatures, and then have them go back to being vines at the end of the round or something. This would be a little stronger though since it would not kill the vines so it should probably cost mana.

I love the elemental charge ability.

The elemental emblems could give different bonuses in arena though, like changing the air glyph from adding to the effect dice it could give you fast for one round, for example. As it would make more sense (to me at least).

23
General Discussion / Re: Silence
« on: October 26, 2018, 11:51:56 AM »
On avrage we get around 1 card per week, I am ok with that. As long as it is content...

But waiting for four years does kill some archmage hype. (I really think they should do it soon since it would probably catch the attention from a lot of former players.)

Although I am still fine with academy cards (except forcemaster) as they do change the game. And the cards comming up now do make me excited as these sets are way better than the last ones.

To me it just feels like a lot of fans are trying to put the blame somewhere for the game not doing as well as it once did.

24
General Discussion / Re: The current state of MW
« on: May 24, 2018, 11:16:06 AM »
3. I'd like to know if a MW format of 60 SBP's instead of 120 SBP's would improve the game.
This would make new entries easier imo - less new cards to digest at the outset.
Spellbooks would likely be much more focused on a certain strategy and less cookie cutter.
Games could be finished much faster, allowing you to play more games in the same time span and potentially opening the door to a real (Swiss) tournament format that can be played in 1 day without putting time restrictions on the games.
I have personally always felt that 120 SBP's were too much because nearly every book has counters to almost every possible threat. Make books focus more on their strategy by taking away all those bonus SBP's and hoser cards and you might be surprised how entertaining the format could be with all kinds of different strategies clashing with each other and not with a hoser card.
If we were to have a simpler format I think i would prefer pre-built spellbooks rahter than building them with 60 points. This way they could have very simple strategies, be thematic and also we could build them to play well vs eachother. For example the Arraxian crown warlock could have a book with 60 points worth of curses and only the wizard would have any enchantment removal. That could be balanced since nobody would run cards like force crush and against other mages the warlock would also lack good anwsers.

I think this could be good since:
The players don't need to worry about building books.
The books would be straightforward, thematic and easy to play.
Finally there would be no good or bad matchups.

The downside I can see is that it might be hard to build the books in a good way which would meet all the requirements.

25
Events / Re: Gen Con 2018
« on: May 17, 2018, 11:57:35 AM »
I promised a new scoring format and here it is. At Gen Con and Gen Con only this year matches that go to time are considered TIES. Not wins. Kill the other mage.

Will post more details when I have a better connection.

Even though I will neither play or follow the tournament this makes me quiet upset. The problems with these rules propably do not need to be explained and also it is understandable why making the tournament is difficult (due to limited time).

I would simply suggest that you use a timer during the planing phases (the players get x minutes to prepare their spells each round). And play with chess clocks during the action phases (which are paused when rolling dice).

26
Mage Wars Academy / Re: Warlord expansion?
« on: July 17, 2017, 12:23:26 PM »
well, to make the veteran's more usefull they could just make more creatures like the bridge troll (high healt + strong traits) but are of a lower level. I would also like to se an unfairly strong way to get ahead on the board for the warlords but at some other cost like health, actions or sbp's. So that you always get vet tokens AND get to put them on creatures who will get the largest benefits from +1 armor and melee.

27
Creative / Re: Mage ideas
« on: July 12, 2017, 11:46:24 AM »
Time doesn't seem to fit the mind school. Probably better to leave it at arcane, or perhaps arcane plus water? Also, the time travel mechanics are kind of messy. Also, a quick action quadruple strike? That's a lot of strikes for only the cost of one quick action.

Personally, if I were to make a time mage, it would be more about changing how things move in relation to time. Make things faster or slower, use pseudo restraining effects (frozen in time) or pseudo-teleporting effects (moving so fast it's like everything else stands still) and maybe some kind of undo ability which has severe restrictions on it (like only being usable one or two times per game.)

Of course, irl time as we know it doesn't really exist, it's just another spatial dimension. In fact, you can even construct a map of four dimensional space inside your head just like 3d space. A growing or shrinking sphere, seen from a different angle, is a cone with a rounded tip and a rounded base. A sphere that is moving forwards in a straight line, seen from a different angle, is a cylinder with rounded ends. Etc.

And if you're treating time as just another spatial dimension, time-related abilities could be more fitting for a sorcerer, since it's been said that that mage will be focused on portal magic and teleporting and stuff like that.
When it comes the training arcane + mind just felt natural to me, i have no arguments why but it is probably because both our pictures of what the mage looks are different. Arcane only makes more sense though.

The abilities are not that complex i think but i wasn't able to explain them very well. Like one leaves a track behind you and lets you go back to where you where previously. The second makes it possible to save a quick cast action for another round. Also the melee attack is worse than the 4 dice attacks from a few other mages.

Thematicaly it could be different and i sort of like what you metioned with slowing or speeding things up. Although i did touch upon that with the quadrastrike.


28
Creative / Re: Mage ideas
« on: July 10, 2017, 02:46:12 PM »
Chronovator

Life 32     Chanel 10

Trained in arcane level 3 and mind level 2. Earth and nature cost tripple.

Manipulate time
When you are going to use your qucik cast marker you may instead pay 1 mana and put a amount of your choice countdown markers to a maximum of 4 on your mage stat card. Remove one marker during each upkeep phase when all of them are removed you get to prepare an extra spell that round and get an extra quick cast action. While there are still countdown markers on your mage stats card you may not use this ability once again.

Fourth dimension
At the end of your mage's action phase place the third time marker in the same zone as the second time marker. Then the second marker in the first markers zone and after that the first time marker in the zone that you started in during that activation. When you make a move action you have the option to pay mana equal to one of the markers number time 2 and move to that zone insted. Doing this will take that marker of the board.

Quick punch: quick action, melee, 1 dice, quadrastrike.

29
Creative / Re: Mage ideas
« on: July 08, 2017, 11:23:24 AM »
Prophet

life 34     chanel 10

Training: Dark level 3 and holy level 3. Nature spells cost tripple.

Unholy chains
As a quick spell for 3 mana you may place a chain marker on a creature in or adjacent to your zone. The creature cannot have the uncontainalbe trait. The chain markers are incorporeal cunjurations with 1 life, can not be targeted by ranged attacks and combine the healt of them while on the same creature. For each damage they take remove one marker. If a creature has a number of chain markers equal or higher to it's level it can't attack, move or guard.

Reward faith
while guarding in your mages zone friendly creatures gain the warded trait.

Basic melee attack: 3 dice

30
Creative / Re: Mage ideas
« on: July 06, 2017, 01:07:38 PM »
Dragon's call
If you have prepared a creature with the dragon subtype. You may pay 8 mana instead of the normal casting cost and place 3 dissipate tokens on it after it has been summoned. If that creature is still alive when the last dissipate token is removed place the card back into your spellbook and not the discard pile.

 ;D

Totally OP!
Yeah i think you right it would probably need to cost around 12 mana (3 dissipates=2 activatons= roughly 10 dice with piercing) or more. And should have limited uses (like 2 or 3 tokens) so that one dosen't have infinite damage in the spellbook.

And i also realise now that the other mages on this page are busted as power level is concerned.

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