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Messages - baronzaltor

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91
I had the same thought as boocheck on this, and he mentionned this before in this thread : couldn't elric's life ring help against the life loss effect coming from Sardo ? Maybe two of those, could cancel out the negative effect, for at least 4 rounds ! Long enough to go after the opposing mage ?

damn..i can't wait any longer for FIF ! I do hope Europe will not have to wait too long after the US for it to come into our shops...

Ok I'm at a loss, what is elric's life ring?
Its a promo they gave out at one of the Cons last year.

I forget the casting cost, but its a ring slot equpment that gives you +4 Life.

92
I liked to use him on Classic Warlock, since you start at 38 Health.

The thing with Sardo though, is to not even worry about trying to offset the life loss, when he hits the table you should be planning to either end the game before it matters, or dump him off on the Altar for +8 melee/pierce and THEN end the game.  When you have commited to casting him, all efforts are now either supporting Sardonyx (Nullifies, Commands, etc), fighting along side him, offering ranged support damage, or clearing a path for him (purging debuffs, purging opposing buffs, getting rid of obstacles), Or just spamming Jinxes on the opponent... trying to offset the life loss is mana and actions spent to prolong things that need to rather be invested to ending the game faster.   

As long as Sardo is causing more than 2 damage every round, the opponent is on the same clock you are.  If you land multiple successful zone wide Rots, he is dealing way more damage to the opponents forces than he is costing you.

I have found there are 2 big threats if you are using him:
Agony-  You have to keep this off of him.  Agony makes his main attack 3 dice, and his ranged attack 1.  If the opponent has Aegis, Voltaric Sheild or respectable Armor, Agony makes his damage almost ignorable.  Remember.. he has to be landing more damage every turn than he is inflicting. 

Light Attacks-  +2 vs Non-living sucks when you dont have armor.  Whats worse though is that +2 on effect rolls for stun/daze.  As mentioned, Sardo MUST be doing damage because he sets a clock.  Any round that he does 0 Damage from a failed Daze check or a missed turn do to Stun is a round that Sardo hurt you more than the opponent.  Temple of Light can put him on absolute lockdown.  Daze/Stun damage barriers like the Lightning one, or the Circle of Light promo slow him down bad too.. though he is likely to just start spamming his ranged Rot chances at that point.

93
General Discussion / Re: Forged In Fire
« on: May 19, 2014, 03:50:53 PM »
I spent 24 spell points to make Sardo my forcemasters sidekick in one test build, never did a priestess one though

94
General Discussion / Re: Forged In Fire
« on: May 19, 2014, 03:44:34 PM »
A priestess who spends 24 spell points on him could offset it by spamming holy incantations

95
Turn to stone shuts him down too

96
General Discussion / Re: Forged In Fire
« on: May 19, 2014, 03:35:30 PM »
It's life loss, not damage.  So regrowth belt or death link won't help.

You can cut the life loss to 1 per round if you use sunfire amulet.  Drain Soul helps but it's 16 mana too.

Usually though, if you time Sardo right the life loss isn't too major either you win or the opponent gets rid of him before it's been enough rounds to matter.

97
I want to add that I think limiting the "Pet" type of abilities to creatures you control is the right choice. Even if they allowed you to use those abilities on your team mates creatures but didn't allow the same ability to be added more than once, there would be a stacking issue. Could you imagine a [mwcard=MW1C20]Highland Unicorn[/mwcard] made into both a Pet and a Holy Avenger? 17 Life, 3 Armor, and a potential attack of 9 Dice with Piercing +1 for a total cost of 17 mana from one mage and 4 mana from his team mate.

I disagree and think it SHOULD be allowed, for that very reason.

I like tandem abilities that encourage particular team ups. 

A Holy-Avenging-Pet-Unicorn is also the mage wars team version of putting all your eggs in one basket... now your two opponents only have to debuff or control one creature to oblivion instead of two separate threats.   Two mages should be able to handle one double-pet between their combined arsenal and collective actions.

In my opinion, team games and battle royale style games are not the place to be conservative with rules.. that is the arena where things should get bonkers... the amount of control, damage and tandem effects of two mages is the whole point of such a playstyle and is strong enough to handle the effects of combined abilities. 

Im all for:
-a friendly Druid's Raptor Vines getting Vet Tokens from my teammate being a Bloodwave Warlord.
-a friendly Anvil Throne Warlord to put a deflection Rune on my Forcemaster's Spiked Buckler or a mana discount rune on a friendly Warlock's Sectarus.   
-my teammates temples counting towards my temple of light max
-A Necro/Priest team being able to use their respective clerics on each others Altar of Skulls/Temple of Asyra
-a friendly Warlock's Darkfenne Bats benefiting from my Wounded Prey marker
- two allied warlords having each others solider benefit from each others battle orders
-two Warlords are on the same team, that my battle orders wouldn't affect my team mates soldiers.
-a teammate letting me sacrifice one of his creatures on Sacrifical Altar.
and so on..

So, when we do the occasional team play, I prefer to disregard this ruling and let the abilities/control overlap.  I think team play is just more fun with a "consensual control" concept instead and rather bland with a "friendy-but-not-controller" distinction.  I havnt really run into a situation where it needed to be barred off (though I havnt done tons of team games)

98
General Discussion / Re: FIF: Garrison Post "Preview"
« on: May 12, 2014, 09:39:43 PM »
FINALLY.

Garrison Post will no longer be completely wasted space in my Mage Wars box.

Please tell me Akiro's Hammer will also be getting an errata to give it the Indirect trait.

I think it'd be cleaner to just remove the word "corporeal" from its target restriction so it could hit any conjuration.

Right now it can't shoot a Pentagram or Poison Gas Cloud even if it had a clear path.
Even with Indirect, it couldn't voluntary target a Wall of Fire or Fog Bank in the event you needed to clear the LOS for something else.   At no point should a machine specifically for busting conjurations be unable to target a type of wall.

99
On a side note, I really think Mind Shield should have been a Novice spell given how limited it is in over all use.

At the very least I wish it hadn't been a Mind card.. its kind of annoying that the one mage it primarily protects you from is the only one trained in it.

100
Spells / Re: Togorath , a big fake?
« on: April 30, 2014, 03:22:00 PM »
Correct, you can re-animate legendary creatures if they aren't epic.

101
Right. If the target somehow had flame +12, you couldn't ever cripple with DT, because every result would be Burn. You'd also be doing something like 16 damage:  there's gotta be something left of your enemy to cripple it!

As it is, I can't (quickly) think of any way a creature could have more than flame +3, (plant + smouldering curses). DT is bad against plants anyway, because the piercing is wasted. Gotta pick the right tool for the job.
+fireshaper ring on the warlock?

Fireshaper Ring grants the attackers fire attacks "Melee +1", which is different than the defender having "Flame -1"

Fireshaper Ring giving you +1 Melee does not give you +1 to effect dice of Flame attacks.   

Melee/Ranged +X trait doesn't effect effect rolls.  only the "Type +/- X" does.

102
Frequently Asked Questions / Re: Hydro immunity/acid
« on: April 29, 2014, 04:16:09 PM »
Hydro Immunity only applies to cards with the "Hydro" subtype or damage type.

Being a Water School spell does not make it automatically "Hydro".   In order to be immune to Acid it must have "Acid Immunity" specifically.

103
Edit: Is the reason it can only target creatures because of the Piercing +2? That seems to be the only logical explanation to me. It's the first attack card that can't hit conjurations.

If I had to guess, it was for the sake of the Druid and Warlord.   With Trees and Outposts having Flame+2, and this having 2 Pierce, it can shred a Druids Treebond/Spawnpoint very cheaply.  And thats not even factoring in a Fireshaper Ring.  Same thing for Warlord's outposts and War Machines.

Also..  Trident Wand= Harpoon gun.

104
General Discussion / Re: MageWars Monday - Cerberus
« on: April 29, 2014, 12:01:27 PM »
One thing makes me wonder, why only dark conjuration... there must be a time during designing process, when something must get realy OP and so they have to nerf this defender class creature. So, is there some kind of offensive dark conjuration which will benefit from this combo?

As far as I know its just a theme/flavor choice rather than a response to any particular combo.

105
Spellbook Design and Construction / Re: My Priestess Book
« on: April 28, 2014, 07:45:36 PM »
Learn from every game is a smart rule to play by. I fought the dreaded Force Master of our group in a fight down at Spandex City once and he Dissolved my Lash of Hellfire on my Warlock. I had to rely on my Sectarus which is just NOT the way I want to go. Lesson learned? Take out Sectarus and put in an extra Lash of Hellfire :)

Im the exact opposite.. I took out my lash for an extra Sectarus.

When Sectarus first came out I hated it, but over time its become one of my all time favorite cards.

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