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Messages - Arkdeniz

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31
Spells / Re: The Embalmed
« on: April 11, 2019, 09:43:11 AM »
Probably something like:

“When The Embalmed is Summoned for the first time, remove a non-Epic living creature from any discard pile. Obliterate that creature. For the remainder of the game The Embalmed gains the life, armor, attacks, traits, abilities, and subtypes of the obliterated creature.”

The key would be to demonstrate that the initial summoning is materially different from any re-summoning that may occur (from, for example, the Eternal Servant power), and indicate clearly that once a creature form is taken, that it is permanent.

We both at least seem to agree that the card’s actual wording is sloppy and imprecise. So that’s something!

32
Spells / Re: The Embalmed
« on: April 11, 2019, 09:08:34 AM »
I see where you are coming from, but I think that to obtain the effect you postulate it would have been much more efficient just to introduce an incantation named "Embalm" with text something like "take a discarded living creature and summon it into play. It retains all its own powers, traits and subtypes and gains mummy and undead. Casting cost 2+ the cost of the discarded creature."

It is important to note that The Embalmed is a Creature in and of itself, and it is the only card that remains standing after it copies the discarded/removed creature card. That card is formally gone from the game (even if you keep it on the board as an aide memoire). It can't be summoned again, but the 'The Embalmed' creature card is and reverts to its neutral state.

Don't forget the Magic Rule of the game: if there is conflict between a card and another rule, the card takes precedence.

I don't know. I think my theory makes more sense, but I can see where you are coming from. Are there any playtesters (or heaven forfend a designer!) around to tell us how they interpreted it?
 

33
Spells / Re: The Embalmed
« on: April 11, 2019, 08:10:57 AM »
I've just watched the card reveal video (good job, guys! Everyone else, go watch it!) and was about to post about this card as well.

I've reached a different conclusion, keejchen.

My reading is that if this creature (The Embalmed) is made into an Eternal Servant, then it is the vanilla 'The Embalmed' card that is reanimated following destruction, and each time it is so reanimated it needs to take a fresh discarded creature to copy. That is, the first copied creature is not a permanent form. 

I base this conclusion on the interaction of the following three excerpts of rules:

1) The 'The Embalmed' card says: "When Summoning The Embalmed, remove a non-Epic living creature from any discard pile from the game. This creature [The Embalmed] becomes a copy of the removed creature, gaining The Embalmed's traits and subtypes." 

2) Eternal Servant says "should the servant be destroyed, the Necromancer may Reanimate it"

3) Reanimate says: "at the end of the round the creature is Summoned into play."

So if Reanimate Summons a creature into play, and if the 'The Embalmed' has to copy a discarded creature each time it is Summoned, then each Eternal Servant use has to utilise a fresh body from a discard pile, and the Necromancer needs to pay 2+the casting cost of the dead creature as the casting cost of the Eternal Servant.

To use keejchen's example:

The 'The Embalmed' comes into play. The Necromancer chooses to have it copy a dead Feral Bobcat, spending (2+5=) 7 mana to do so, and makes it his Eternal Servant. Later in the game the 'The Embalmed' is destroyed. The Necromancer chooses to bring his Eternal Servant back, reanimating 'The Embalmed'. At the end of the round the 'The Embalmed' is Summoned back to the arena. Part of this Summoning process requires the removal from the game of a discarded living creature, so the Necromancer looks through his opponent's discard pile and finds a Timber Wolf he killed earlier. He decides that his newly Summoned 'The Embalmed' will take the form of that Timber Wolf, so he pays the casting cost of the 'The Embalmed', which in this case is (2+9=) 11 mana. His Eternal Servant now functions as a Timber Wolf with Undead and Mummy traits.   

Confused?

If so, perhaps it might be appropriate to think of 'The Embalmed' as some form of spirit that animates corpses, rather than as a physically chemically treated corpse.   

TL/DR: Each time an Eternal Servant is brought back into play it is a fresh Summoning, and every time the The Embalmed is Summoned, it needs to take the form of a dead creature from a discard pile. It cannot be the same creature it copied in its initial summons, since that creature is removed from the game and is no longer in a discard pile.

34
General Discussion / Re: Necromancer Spoiler Review!
« on: April 11, 2019, 03:25:32 AM »
Soul Harvest vs Beastmaster Pets = Nasty

(or if there is ever a minor creature blood reaper)

35
Strategy and Tactics / Re: Druid: Focus the Plants or the Tree
« on: March 29, 2019, 07:23:46 PM »
I have had mixed luck against Druids (mostly bad) so take this with all relevant caveats, but...

If I have a mage-only or mage-buddy build, I go after the Druid and her tree. If I go after the plants I will inevitably get outgunned and overwhelmed, so time is against me.

If I have an army of my own, then I will go after the plants, since if I win that war then the druid will have nowhere to go.

36
Absolutely correct:

'If it has no damage on it, remove all Rage tokens'.

37
General Discussion / Re: Hired Bodygurd
« on: March 28, 2019, 09:22:48 PM »
originally it was also supposed to be a quick cast creature as well.

That makes sense.

38
General Discussion / Re: Hired Bodygurd
« on: March 28, 2019, 12:50:30 AM »
Presumably the automatic Guard marker he gets.

39
Spells / Re: Core Spells Revisited
« on: March 13, 2019, 08:56:47 PM »
Actually, Turn to Stone might be another spell that would work well with dissipate rather than upkeep.

40
Spellbook Design and Construction / Re: Warlord slinger
« on: March 11, 2019, 09:46:11 PM »
Yeah, that would be a wizard.

41
Spellbook Design and Construction / Re: Warlord slinger
« on: March 11, 2019, 08:22:11 PM »
I won a game with a new deck last week that would give this a great run for its money, I think. Would be happy to test you on octgn.

42
Spells / Re: Core Spells Revisited
« on: March 11, 2019, 08:18:50 PM »
A challenge to you, Farkas, to make a book or two out of only the Core cards. Play against others using the full array of expansions. See how you go.

I personally think that a Core-only book could still be competitive, at least for the basic 4 mages. Most of the new spells that have come in over the years are really designed for specific mages or are really just variations on established themes.

I see where you are going with Incorporeal and Defences, but it is still also true that most ethereal and unavoidable attacks are still once-offs. Not many creatures have them in-built. So if you are going down the Incorporeal route, take it all the way and see your opponent run out of options. Ditto the unavoidables.

The two major changes I would make to core cards are these:

Gate to Hell. Initial casting cost reduced to 7 (to match equivalents like Rajan's Fury). Still 12 mana to open it, but from then on it becomes a spawnpoint for demons only, and generates 1 mana per turn.

All spawnpoints (Core or expansion, so getting a little off topic) should become unique rather than epic, but become full actions to cast (with the possible exception of the Crusade Banner). If you build a book around a spawnpoint your entire strategy can be (and often is) blown away (literally) in a couple of turns by Force Hammers. With very limited means to repair conjurations, it seems fair that you could have more than one spawnpoint in your book. But it should be an investment to put them out.

I have not found that the flyers are less useful now than they were. I always found them a little weak. Guards take care of them nicely without the need for knockdowns and the like.

Core cards I have never ever seen played by me or an opponent in 5 years of playing are few:

Mountain Gorilla (tho I have put it in a few books it has never come out)
Moonglow Faerie
Retaliate
Turn to Stone

Some others are rarely seen, but still useful in the right spot (I have won at least two games by a perfectly timed Drain Power, for instance)


(One last off topic thought: I have fallen in love with the dissipate tokens on the Force creatures, and reckon that if there was ever a Mage Wars arena second edition, all creatures other than familiars should have dissipate. It is supposed to be a duel of magic, after all, and not the race to build armies as it often turns into. And fluff wise, summoning creatures is almost always a temporary thing in the literature. But that is a debate for another time and place.)     

43
Hi Folks

Playing around with a concept of a stronghold warlord that utilises a hill and the various zone enchantments to build a castle. I need an interceptor to catch those incoming fireballs. I cannot decide which to go with of the three obvious choices.

Guardian Angel. Pros: Aegis, a defence, pretty good hit points and the self healing is awesome. Cons: high SBP cost and no synergy with the warlord's soldier commands.

Dwarf Panzergarde. Pros: loads of hit points, great defence chance, soldier. Cons: lightning vulnerability, no healing.

Noble Vanguard. Pros: Vigilant! Soldier. Cons: fairly high SBP cost, low hit points, no healing.

I am leaning towards the Panzergarde at the moment, but am worried I might have to carry a bit more healing/regen to keep him up.   

Would appreciate any thoughts/opinions.

44
Spellbook Design and Construction / Re: Version 2.0 Straywood
« on: March 06, 2019, 06:48:46 PM »
Your pretty vulnerable to a forcemaster and or anything that would run incorporeal creatures or conjurations.  Suggestion maybe force hammer, or divine might.

Having recently used a combination of Whirling Spirits and Poison Gas to beat down a Beastmaster that had no Ethereal attacks, I second this comment. 

45
Spellbook Design and Construction / Re: Warlord slinger
« on: February 26, 2019, 09:34:58 PM »
You may want to consider a Steep Hill to give you more of a boost on your Range Attacks. Position it in the center of the Arena and you should have good coverage of the battle field.

The OP has gone heavy on the range 0-1 attacks. With short range spells there is a need to keep mobile, and Steep Hill fixes your position. I would suggest replacing some of those range 1s with range 2s, just in case.

I do wonder at the choice of Golems as bodyguards. If the warlord needs to move to fire his spells off, then the Slow of the Golems would get in the way. IF guarding is their primary purpose, then for an extra couple of mana you'd get Sir Corazin, or for less cost you could have Panzergardes with their intercept or (at more SBP) a Temple High Guard. 

But hey, if the book is working for you, then don't worry about what we are saying.

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