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Messages - coyotecloudchasr

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1
General Discussion / Re: NPE - Could it defeat the purpose of Academy?
« on: August 26, 2015, 03:50:58 PM »
Well written articles.  I haven't played Academy, but it's pretty clear from this that a Wizard control strategy would be pretty frustrating to play against for the Beastmaster.

My attempts to get new players into Mage Wars have generally failed because of:
1) NPE, such as Mass Sleep-like moments followed by walking away from the table
2) Too many spell choices/decisions for beginner players
3) Making their own deck in their own time being too time consuming for casual players, or requiring them to buy multiple boxed sets for serious players

Sounds like getting them into Academy isn't likely to be any more successful. Bummer! 
I have had more success gaining players with deck building games that draft the deck as you play, such as the DC Heroes Deck Building game.  Any thought of making a version of Mage Wars like that, keeping the board, rules and game play but drafting the cards as you go? 

2
Spellbook Design and Construction / Re: Trogdor the Burninator
« on: August 20, 2015, 05:39:10 PM »
I am curious how much use you get out of the Elemental Wand considering how many attack spells you run with.  If you use it for a game that would end early then it's just a waste of mana and a (Forge) action.  If you use it for a game that will go really long and you need more attack spells to burn down the mage then I wouldn't think this deck would fare so well against decks having established a strong late game position.
Second question: do you find walls played against you a problem?  If yes, I'm throwing a couple in my deck as this deck is scary :) 

3
Mages / Re: The Wizard discussion
« on: August 13, 2015, 03:29:01 PM »
As a newbie just throwing in my two cents to agree with sshroom:  in our group's very first game of playing Mage Wars together (and before reading any forums)  it was clear to us that playing the Wizard along with the Gate to Voltari and Wizard Tower cards was "easy mode".  It almost didn't matter what else you threw in your spellbook, because it was obvious that Gate played early gave you more creatures and Tower gave you more attacks than other mages.   Although we didn't ban Wizards from play,  we still look at playing a Wizard spell book as "easy mode" to winning.  I don't think it's a stretch that anybody just opening a box of Arena, knowing nothing about the game except the basic rules, and making their own decks (like we did) would see the Gate and Tower cards as overpowered and grab the Wizard as their first choice, leaving the other players feeling a little left out trying to figure out how to get around the obvious advantage those cards give the Wizard.

4
It's funny, as a new player I looked at this card and thought it looked way too expensive for what you got. Then when it's played against you, you go "oh crap, how do I deal with it?"  It seems any competitive deck already has either a way to kill it (mage staff, zap, jet stream, etc.) or a way to ignore it (e.g. Agony, Vine tokens) as part of their usual inventory.  I was surprised to see this card in TrentMagnus's GenCon deck as I considered it more of a casual card.

5
As a person trying to get some new players I can tell you what NOT to do from experience:

Do not have new players start with 120 point decks, there are too many choices but more importantly too many strategies that new players aren't prepared for. 

One new guy immediately quit playing the game in frustration because he didn't realize that there Attack spells affecting entire zones so the swarm he'd spent an hour figuring out how to summon got wiped out in one action.  I had a similar experience in my first game against Mass Sleep where I simply called it quits for the day after that.

Don't surprise them with rules they didn't know about if you can avoid it.  Use the Apprentice decks or at least decks with 60 points or less, and before they play let them look over ALL the spell books to get an idea of what the cards and strategies are and answer any questions they have.  In a competitive environment you want to surprise opponents with things they haven't seen, but you don't want new players to get screwed by stuff they didn't know about.  Another example was one new guy didn't understand Intercept and was frustrated his elaborate strategy failed because he didn't know he couldn't finish off his opponent with a ranged attack.

As you said, ensure that they have at least a couple copies of Dispel and Dissolve, and Teleport if you're using walls and Tanglevine.  No one likes to have no chance to deal with an annoying situation.

6
Spellbook Design and Construction / Re: Skeletons
« on: July 17, 2015, 02:06:57 PM »

Seems like a fun and well rounded deck, but I'd be scared to run it without some standard cards like a Mana Crystal, Cheetah Speed/Mongoose Agility, Leather Gloves and a couple Nullifies.   I'd suggest dropping a couple creatures for a couple Nullifies as they are cheap and so useful in protecting your equipment, guards, etc.

7
Spellbook Design and Construction / Re: Forcemaster Jedi
« on: July 16, 2015, 12:02:48 PM »
With my own limited experience with the Forcemaster, I strongly second Puddnhead comments about adding the Mongoose Agility, Dragonscale Hauberk and Dissolves.  Also second his comments about a more aggressive opening on Turn 1 such as running forward two spaces and dropping your Forge so you can threaten to attack or Force Hammer on Turn 2 if desired and force your opponent to react quickly, and also more easily keep your Forge in range.

8
Spellbook Design and Construction / Re: Three Amigos Warlord
« on: July 14, 2015, 05:45:45 PM »
I'd think you would want Cheetah Speed and Mongoose Agility in there to assure your "Three Amigos" can reach their targets.  The Iron Golem really doesn't pair well with the rest of your deck, so you must have had some really bad experiences with poison in your games.

9
Spellbook Design and Construction / Re: Sectarus Warlock
« on: July 14, 2015, 12:56:37 PM »
This is the current version of the build.  I am thinking I would like to add a couple Tanglevine, but can't figure out what to take out.  I tried Deathlock, but oddly it was scary not being able to heal even though I really only do it through Vampirism.  The early game is pretty easy, but getting past turn 10 figuring out what are the best cards is tougher.  Any thoughts?

A typical opening:

1)   Blood Demon or Dark Pact (12/13) + Mana Crystal (5)
2)   Cheetah Speed or Mongoose and Bear Strength on demon, Move 1
3)   Force Push or Nullify FD on demon (3/2) + Move 1 + Battle Forge (8)
4)   D chest (6)+ Enchantment Transfusion FD on demon (2) + Move 1 + Ring of Curses (2)      
5)   D Sectarus (9) + Transfer enchantments to mage (2/3)  + Move 2 + Attack
6)   D Fireshaper Ring (2) + Flameblast (5) + Attack + curse from Sectarus (~5)   


[spellbook]
[spellbookheader]
[spellbookname][/spellbookname]
[mage]Warlock[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=mw1a04]3 x  Fireball[/mwcard]
[mwcard=mw1a06]2 x  Flameblast[/mwcard]
[mwcard=mw1a12]2 x  Ring of Fire[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=mw1j04]1 x  Battle Forge[/mwcard]
[mwcard=mw1j12]1 x  Mana Crystal[/mwcard]
[mwcard=MWSTX1CKJ01]1 x  Enchanter's Wardstone[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=mw1c03]1 x  Dark Pact Slayer[/mwcard]
[mwcard=MWSTX2FFC02]1 x  Blood Demon[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MWSTX2FFE07]2 x  Rust[/mwcard]
[mwcard=mw1e36]2 x  Rhino Hide[/mwcard]
[mwcard=mw1e31]2 x  Poisoned Blood[/mwcard]
[mwcard=mw1e29]2 x  Nullify[/mwcard]
[mwcard=MWSTX1CKE01]1 x  Armor Ward[/mwcard]
[mwcard=MWSTX1CKE04]1 x  Enchantment Transfusion[/mwcard]
[mwcard=mw1e14]1 x  Enfeeble[/mwcard]
[mwcard=mw1e01]2 x  Bear Strength[/mwcard]
[mwcard=MWSTX2FFE04]2 x  Brace Yourself[/mwcard]
[mwcard=mw1e28]1 x  Mongoose Agility[/mwcard]
[mwcard=MWSTX2FFE03]1 x  Arcane Corruption[/mwcard]
[mwcard=mw1e24]1 x  Magebane[/mwcard]
[mwcard=mw1e40]1 x  Vampirism[/mwcard]
[mwcard=mw1e09]2 x  Agony[/mwcard]
[mwcard=mw1e27]1 x  Marked for Death[/mwcard]
[mwcard=mw1e05]1 x  Cheetah Speed[/mwcard]
[mwcard=mw1e19]2 x  Ghoul Rot[/mwcard]
[mwcard=mw1e08]1 x  Death Link[/mwcard]
[mwcard=mw1e25]1 x  Maim Wings[/mwcard]
[mwcard=mw1e04]1 x  Chains of Agony[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=FWQ09]2 x  Sectarus, Dark Rune Sword[/mwcard]
[mwcard=mw1q07]1 x  Elemental Cloak[/mwcard]
[mwcard=mw1q06]1 x  Dragonscale Hauberk[/mwcard]
[mwcard=FWQ01]1 x  Dancing Scimitar[/mwcard]
[mwcard=mw1q11]1 x  Gauntlets of Strength[/mwcard]
[mwcard=FWQ10]1 x  Storm Drake Hide[/mwcard]
[mwcard=mw1q21]1 x  Moloch's Torment[/mwcard]
[mwcard=mw1q15]1 x  Leather Boots[/mwcard]
[mwcard=mw1q10]1 x  Fireshaper Ring[/mwcard]
[mwcard=DNQ09]1 x  Wand of Healing[/mwcard]
[mwcard=mw1q28]1 x  Ring of Curses[/mwcard]
[mwcard=mw1q23]1 x  Regrowth Belt[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=mw1i12]2 x  Force Push[/mwcard]
[mwcard=mw1i06]3 x  Dispel[/mwcard]
[mwcard=mw1i07]3 x  Dissolve[/mwcard]
[mwcard=mw1i28]1 x  Teleport[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

10
I like the look of your deck now, although I have these questions:

1) Doesn't the Elemental Wand clutter your deck?  You've got a lot of attack spells and the wand adds extra mana, an action, and a hand space. I would think you would just want to stick with one hand with Mage Wand and the other with Lash, and just straight cast the attack spells.  Or are you just trying to bait them into dissolving your Elemental Wand so you can pull out one of your Mage Wands (effectively making three in the deck) instead?

2) What is the thinking behind the Battle Fury?  When would you use this instead of an attack spell? After I was advised the extra attack wouldn't give my mage or pet demon melee bonuses now, I took Battle Fury out of my warlock deck and replaced them with elemental attack spells.

3) Do you find your one Bear Strength gets dispelled?  Or are people too busy dispelling curses to worry about that enchantment?

11
Yes, I had the same question about the Battle Forge when I read about your opening. Throwing your Forge out first in the middle of the board makes it the obvious target for any early attackers summoned by your opponent turns 1-2 (e.g. Raptor Vine or Cervere, or the Forcemaster).  I have the same concern with my warlock's Forge as it's a huge beacon for attackers/Force Hammer if I'm the aggressor, since you can't use it effectively if it's hidden in your back row.  I plan to cast it only after I've got my demon out to serve as a guard or threat.

12
The deck looks great, but it is also clear how having just a few extra cards from other sets would make it better.

- Without the flying Blood Demon your demon has to get enchantments to reach his targets, and without Enchantment Transfusion you can't use him as a curse carrier or get the enchantments back if the demon dies.
- Without Brace Yourself, you are much more vulnerable to the rush
- Piercing Strike is a only a so-so way of trying to get around not having Rust (great card for Warlocks) and Acid Ball.


13
Strategy and Tactics / Re: Thoughtspore success stories
« on: July 02, 2015, 03:27:49 PM »
Ah, thank you for clarifying.  Bummer I won't get that extra damage, but it does seem to be consistent with making all Command cards less useful than just casting a Hurl Rock.  For the relevant Forcemaster discussion then clearly there are more useful cards for the Thoughtspore, such as Force Push, Sleep....or Hurl Rock :)

 For my Warlock I guess I'll be swapping out Mage Wand + Battle Fury to Elemental Wand + Flameblast.

14
Strategy and Tactics / Re: Thoughtspore success stories
« on: July 02, 2015, 01:38:11 PM »
Loved that pic of all the slept creatures.  A sleeping Lord of Fire and buffed Dark Pact Slayer pains my warlock heart.

I did want to mention that I recently learned from a search on these forums that the extra Battle Fury quick attack gets the bonuses of your first attack since it restarts the attack action, which I use to advantage with my buffed Warlock.  Therefore if you've buffed your Forcemaster then the spore's Battle Fury gives you an extra attack that could be a lot more than just 4 dice.

15
Spellbook Design and Construction / Re: Sectarus Warlock
« on: July 02, 2015, 12:46:31 PM »
I ended up dropping Sersiryx, a Vampirism, and the Acid Balls and replacing them with Rust (more curses = good for warlock) and a couple Force Push. I didn't have the mana to use Seriryx for spells while buffing my warlock with enchantments/equipment, casting a lot of Battle Fury, and cursing with Sectarus.  Five actions a turn is great, but I'm lucky if I had mana for two or three. 

While admittedly my favorite opening is to simply charge in with Sectarus and start the damage race on turn 2, my new more wise opening is starting with a buffed Blood or Pact Demon (while foe's defense is still setting up) while gearing up my mage through the Forge, and then use Transfusion to pull the enchantments back to my mage when the Demon is about to die to commence Sectarus's cursed beatdown.

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