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Messages - Kharhaz

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421
General Questions / Re: Equipment Control
« on: July 22, 2013, 10:35:03 PM »
Equipment control is interesting in context of team plays.

Can I cast equipment saying "X Mage only" on Y Mage?
If yes, as I am still owner of the equipment who uses things like Moloch's Torment?

You can, but it is immediately destroyed just like if you steal equipment that is mage specific.

However if it's a team game of say two priestess, they can cast priestess specific equipment on each other all day long (regardless if they are on the same team or not).


422
Spells / Re: The Good, the Bad, and the Neglected...
« on: July 22, 2013, 10:29:46 PM »
With the recent nerf to Battle Fury, I'm wondering if it's time for Retaliate to shine.

When did it not?

423
Makunda gives them piercing.

Not great but it's something

424
General Questions / Re: Force Bash query
« on: June 28, 2013, 08:38:25 AM »

O ya I forgot about the FAQ  :o


425
General Questions / Force Bash query
« on: June 27, 2013, 07:01:24 PM »
Does the secondary target effect of force bash only apply if the original target enters a new zone?

So lets assume I have two falcons in the corner of the arena. Could the opposing forcemaster use force bash to knock one into the arena wall and then have it bash the second bird in that zone?






426
Rules Discussion / Re: Drain Life and surplus damage
« on: June 25, 2013, 04:59:53 PM »
Lets note that the vampiric trait gives you half the damage done as health and this card does not do that and as such is not subjected to the rules of that trait.

However, because of the vampiric sub type,  I think it is a good idea to surmise that drain life can NOT heal more damage than what the creature has life, but from a literal reading on the card it can....... I think?

 You roll 5 die of direct damage. You then heal the amount that the creature received.

So the question is does, a creature receive damage all at once or one point at a time?

Like I said I am going to guess that it was not intended to not let you heal 8 health from an amazing roll on a fox but I always assumed that if a creature takes 10 damage, you compares that to it's health, not add damage one point at a time and destroy the creature when the damage total is equal to it's health.


427
Uniqueness I think makes HoBS kind of unplayable, as it's power level is better with it's numbers. That being said, raising it's spell level to 2 makes it much harder to splash, and drops the play set to 4. As well, raising the cost to a mere 2 mana takes you from being able to cast two a turn from the beginning, which is what is so powerful, to something that you end up paying for in the end. It all comes down to what will still keep the card playable, but not dependable.

So you would actually run zero of them if it was unique?

shenanigans!

:P

428
Rules Discussion / Re: Clarification requests
« on: June 18, 2013, 10:27:15 PM »
This is copy and paste from the Mage Wars FAQ pg. 14

Decoy
If Decoy is destroyed while still unrevealed (e.g. by a Seeking Dispel), its controller still gains the 2
mana, because enchantments are always automatically revealed whenever they are destroyed.
If Decoy is countered (e.g. by Nullify), its controller does not gain the 2 mana, because the enchantment
never got onto the battlefield to have its effect.


Enchantment Transfusion is an example of an enchantment that takes effect even if it is destroyed by a seeking dispel (just like decoy). Seeking dispel prevents the controller, me, from revealing the enchantment, yes. But the Game rules (as stated in the FAQ) reveal the enchantment for me and I can choose to use it's effect when it is revealed, just like decoy.

My interpretation of course, I have been known to be wrong once or twice :P

429
Rules Discussion / Clarification requests
« on: June 18, 2013, 07:24:04 PM »
Okay so i am going to try and make this as clear as I can, I apologize if I lose you along the way.

*** 1st Hypothetical situation***
I am playing a force master. I mind control your knight of westlock. I then reveal an essence drain on the same knight of westlock. During the upkeep phase (because I control the creature and enchantments) I choose which upkeep to pay, or not pay, first. I choose to let the essence drain go first and do not pay the upkeep. The creature dies. Awesome (expensive) but the closest thing this game has to an instant kill! (which I think it is?)

***Enchantment Transfusion***
So by the wording in the FAQ (see decoy), enchantments are ALWAYS revealed when destroyed. So Enchantment Transfusion can send any enchantment to a new legal target when that creature dies because it is revealed and the effect happens when it is revealed.


***Healing Charm and Bull's Endurance***
Another interesting situation that occurs when the creature dies. Enchantments are forced to be revealed, and the creature heals for the amount on 4 die of damage and / or gains +4 life.

 The cool part here is that damage and destruction, then subsequent heal, happens during the damage and effects stage. Creatures do not get destroyed at the end of the action or round, but whenever the damage dealt equals / exceeds their life total, which triggers the enchantments to be revealed, which changes the life total before the phase ends.

So could either, or both, of these cards save a dying creature?

In my gut I am going to guess that they can not, but I figured that I would post them up and see what the general consensus was.

Thanks for the feedback

430
as well, there are muh more effective fixes than nerfing the card. Level 2 would not nerf it, nor would it being 6 mana. Fixing the FAQ to read "Attack bonuses only happen for the first attack made by a creature each round" fixes BF without any card alteration.

I am guessing that BF is BS (Bim-Shala) and Attack bonuses already have that limitation. Its the stack of multiple BS that tilt things. Then add in the stack with ToL not only on the attack dice but effect dice and it is quite quite brutal....

Now if you are trying to say that only one BS can be used by a creature each round, then that in my opinion is a nerf, and I have expressed myself about nerfing.... >:)

So the "problem" is this cheap, quick cast, very powerful, stacking, level one, conjuration that requires no LoS?

Seems to me like Hand of Bim-Shalla should have been an Epic (unique at the very least) card, like every other crazy awesome conjuration from the original set.

Sometimes you have to "nerf" things for the sake of balance and for the betterment / overall enjoyment of the game. At the very least this should open up a "restricted" list of cards discussion to see which way the developers decide to take their game. I understand it is an issue of fixing already circulating cards but I think the number of hands that were at origins, in every archetype, speaks volumes about the use of temples in EVERY archetype.

Congratulation to the winner! Good to see the fundamentals staying strong and not being completely replaced by the last expansion.

431
General Discussion / Re: Warlock overpowered against the Priestess
« on: June 12, 2013, 09:05:03 PM »
None of the mages are overpowered. Sure, some mages might work better against others, but none of them are individually superior.

Warlord is not on the same level as everyone else. <- Fact not an opinion

 :D

I hate to agree with you, but the Warlord does seem objectively weaker than the other mages. I don't think he excels in anything and there isn't much he can do that others mages can't do (or do better).

Here is a fun game:

Build a warlord spellbook.
Now take that book and switch the archetype to Earth mage. Switch out warlord only for wizard only. You now have more spell points to add to your deck and you just became a harder to defeat mage.

432
General Discussion / Re: Warlock overpowered against the Priestess
« on: June 12, 2013, 08:23:23 PM »
None of the mages are overpowered. Sure, some mages might work better against others, but none of them are individually superior.

Warlord is not on the same level as everyone else. <- Fact not an opinion

 :D

433
either way it is really disheartening that it only takes 1 card (that costs 9 mana, and any mage can put into his/her spell book) and your opponent has put up a first round stop to a deck theme. No other mage can be as easily hindered as the beastmaster.
Deathlock totally shuts down the Priestess side of things also, and yes it is disheartening. If Akiro's hammer went so susceptible to fire, it could be used to destroy them.

I have tried several different tactics to crack this nut. The best I have done is to buff up a Knight and teleport him to the zone. The next game the Warlock dropped a couple of traps there and took out my Knight. I then went with a Royal Archer, then next game a Wall. After 3 or 4 cycles I just game up trying to take them up and went with a mid-level swarm, out came IOP and Morduk's. So now I just go one or two big and Equip up. The Priestess is not quite the power house that the Warlock is, but can get pretty close with the right combo of equipment.

deathlock does shutdown the priestess' ability to improve her own life, but she can also divine intervention something with the intention of breaking that..... say earth elemental for giggles.

However your spellbook is probably not dependent on you gaining life, its just extra gravy for playing that archetype. The idol thing attacks the core of the swarm spellbook (to which there is no counter) with every little creature that spawns getting a very short life timer that not only disrupts the BM gravy (hehe), but also makes controlling the swarm that much easier with zone attacks, sweeps, etc.

It may not seem like much but the idol is a lot damage and control wrapped up in a rather cheap nicely defended package.

434

Pestilence idol prevents sleep from being a long term solution to your critters and is doing damage to your opponent. I have decided to just roll with it rather than devote mana and time to destroying it.

either way it is really disheartening that it only takes 1 card (that costs 9 mana, and any mage can put into his/her spell book) and your opponent has put up a first round stop to a deck theme. No other mage can be as easily hindered as the beastmaster.

Don't get me wrong a level 1 pet will have 7+ health, and that is 6 rounds of it doing something. It would be like if there was a conjuration that gave all equipment cards +1 upkeep. You could work around it, but it is detrimental to a lots of builds.

P.S. The highland unicorn (which can be your pet) gives everything around it Regenerate 1 so that can be helpful in fighting off the idol

435
I like to play the Beastmaster. Although the Wizard's mana draining abilities are really annoying, I find the Warlock to be the worst opponent because the Finite Life and Idol of Pestilence are super destructive. Has anybody developed a strategy to take away the Finite Life or Idol of Pestilence?

Nothing much you can do except switch gears and go heavy aggressive and burn them down. We tried a Forest shadow teleport so he was attacking the idol on turn two and its not really an answer to the problem.

Nothing can be done about walled off conjurations without sacrificing your ability to build towards a sucessful creature deck. My advice is to just run a one or two creature beastmaster beatdown just like any other warlock or force master.

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