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General Questions / Re: Equipment Control
« on: September 17, 2013, 03:04:19 PM »
Sneaky Gibralter Monkey!!!!
I see now; very silly
I see now; very silly
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To necro this thread, I noticed today that with Enchantment Transfusion, you might actually want to control your opponent's Sectarus because you intend to give back him all those curses (which you control). It's a bass-ackward combo that's probably better categorized as a stupid Mage Wars Trick, but it's not completely nonsense.
The same way you cant "Steal equipment" a warlock only spell when you are a Forcemaster-or Mind Control a Wizard only creature
Necro Vamp deals 5 regular damage (no crits) to an enemy with 3 armor so she only take 2 points of life (inflicts 2 would counters) on enemy. Does Necro Vamp heal 3 or 1?
In my experience voltaric shield is the reason why wizards are the most powerful of all mages. Builds who focus on attacking the wizard early have no chance at all, because 2-4 armor+voltaric shield+regrowth let him survive everything in the current meta. Curses could be a threat, but as a wizard dispel/nullify/mage wand are so cheap that curses are no matter as well (I had enough games against good warlocks).
Sure, the voltaric shield is gone after the first attack that deals damage, but with some armor on you, low dice attacks have a realistic chance to not deal any damage at all. In the worst case, the shield absorbs 1 damage, which still is important in a damage race and 2 mana for 1 hp isnt that bad if u consider that you did not use an action for it! Anyway, with my build I have enough creatures to focus down the sources of low dice attacks quickly. Therefore, the opponent is only left with high dice rolls, against which the voltaric shield is just awesome. I had so many games in which a hurl boulder did 0 damage because my wizard had 4+ armor and all crits were absorbed by voltaric shield.
@Zap: Its not nearly as great as voltaric shield, but still very useful and I think everyone who played the wizard knows it. No need to explain further.
IMO these two innates are the strongest abilities from all mages except the Forcemaster. Deflect can be better or worse than voltaric shield, depending on situation. The same applies for force pull and zap. What makes the wizard so incredibly powerful that I never lost with him for many games, is the combination of awesome innates, arcane school, an elemental school of choice and no opposing school! Arcane school has cheap access to most of the mandatory spells and in addition the wizard tower, a great spawnpoint and some really nice creatures (hydra, gremlin, gorgon archer, gargoyle). Sure, nature has better creatures and better enchantments; dark has nice creatures as well and awesome curses. But still, many good players consider arcane school as the strongest.
So what else does wizard have? Oh yes, an elemental school of his choice. Cheap golems+hurl boulder. Or cheap fireballs etc. With the current meta, even water works great because dissolve, surging wave and geyser are awesome spells in the right situation (with the expansion I guess water will become the strongest wizard).
Last but not least, the wizard has no opposing school.
All these strength add up and make the wizard the most powerful mage of all currently available. Actually, I would go so far and say that an elaborated wizard build has a chance to win of over 80% against the overwhelming majority of non-wizard builds (maybe even all non-wizard builds). There might be some specialised builds that can scratch the 50% win chance mark against an elaborated wizard build. But, those builds will be so specialiced that they have no real chance to win against most other builds.
In the end, im really curious about the new mages. They might re-establish the rock-paper-scissors environment that is needed for a healthy game.
I have a Zombie Minion with the Lumbering trait. It is enchanted with a face up Enfeeble, giving it Slow. I cast Charge on it.
Does the Zombie lose both Slow and Lumbering?
But if you put bearskin back on would your counters come back or would they stay gone?
I believe legal relates to the target line:
"living creature"
"non-mage creature"
"mage"
"corporal creature"
etc etc.
I would say no.
Page 18 Rulebook v2
"Enchantments are always attached to their target"
Meaning that the enchantment transfusion never causes the eagle wings to leave the gorilla as the gorilla is always the target of eagle wings. The eagle wings prevent the gorilla from being a target of the eagle wings to move them to him... again so no they can not "bounce on him"
... and two (psychic immune, ranged attack) flying Spiders
I have to disagree. While it is possible that they intended it to only be playable on living creatures, I seriously doubt they would have used the key wording of corporeal creature if that was the intent. The disagreement between the two statement is ambiguous. I think it's a pretty big stretch to assert that (including this creature) implies that the creature must be living. It seems only to imply that the effect includes all creatures in the zone including the one it is cast on.