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Messages - Milevan_Faent

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151
Rules Discussion / Double Strike + Battle Fury
« on: August 09, 2016, 06:08:12 PM »
Okay, so this is a pretty simple question with 2 parts.

1) if Sir Corazin, Blademaster attacks with Doublestrike/Sweeping (either one), and is then hit wit Battle Fury, would he be able to do it again?

2) If he can't do the full effect again, or even if he can, could he choose to use the OTHER option for the new attack? Like say he Doublestrikes, then Battle Fury to Sweep against 2 different targets? Or Sweep against the same target and 1 other?

152
General Discussion / Re: Holy has arrived!
« on: August 09, 2016, 05:05:22 PM »
There are plans to get the spoiler video out as soon as we can.  We're still recovering from the whirlwind of GenCon.  Expect a MageCast and a spoiler video from Arcane Duels soon...hopefully before the end of the month.

I just wish there was any chance of seeing them on OCTGN within the next 6 months XD From what I understand, OCTGN updates are very slow right now. What I've read about the Siren makes me want to play it SOOO badly.

153
Custom Cards / Re: Storm Spirit
« on: August 08, 2016, 03:08:47 PM »
Added Tornado and a list of the cards Storm Spirit is trained in by default.

154
Spellbook Design and Construction / Re: My Unorthodox Decks Thread
« on: August 07, 2016, 07:27:59 PM »
*edit* In response to "Flexible Creatures":

So... I see you want to make an "unorthodox" spell book, but...

Nature has SO many great creatures.  Why ignore all of them for far worse choices from non-Nature schools?

16 sbp for Sardonyx is terrible.  He isn't worth 8 sbp in a Dark book, let alone 16 in a non-Dark book.

Similarly, Screech Harpys? (and more than 1 at that)

10 sbp and 20 mana for Asto Vidatu is questionable too; you'd be further ahead with Steelclaw Grizzly (or perhaps Bridge Troll) and a face-down Eagle Wings that you can flip if/when needed.

And you don't have any creatures that work with Packleader's Cowl, so why include it?  It's like including a Force Ring and not having any Force spells.

One big problem I see is that few of your huge assortment of creatures work with your mage's ability (including training), which means you'd be better off playing the same spell book but switching mages (e.g. to a Necromancer or Warlock if you want to play all those Dark creatures, or to a Wizard if you want to play all those Arcane creatures) - because at least then you'd get some use out of their abilities.

My recommendation: Choose your 3 favourite "unorthodox" creatures (and NOT Sardonyx), then spend the 50 sbp's you save on useful stuff like attack spells, more equipment, more conjurations, more incantions, ... basically stuff that wins matches or prevents you from auto-losing to a Force Hold, and preferably some from the Nature school.  Otherwise, consider choosing a different mage for reasons stated above.

My Flexible Creatures deck hasn't been worked on very much, so it's still in the tweaking stage. I don't get this intense dislike for Sardonyx. Yeah, it drains your life. Big whoop. It also gives you 3 attacks for 1 card, one of which is a very powerful AoE Ranged attack. I'd say it's worth it. I'll be tweaking the deck a lot anyway when I get around to it. Originally I had been making a different deck when I converted it to this, and just never got around to changing the Mage.

EDIT: also, remember I'm NOT making "competitive decks", but casual decks. Take that into consideration too please.

155
Spellbook Design and Construction / Re: My Unorthodox Decks Thread
« on: August 07, 2016, 06:11:20 PM »
This is my Incorporeal Wizard. As much as I'd love to make MYSELF incorporeal, this is actually about using as many Incorporeal cards as i could squeeze into the deck. Which, though I haven't had a chance to test it since I made it, should be scarily effective. Why? Because my creatures are mostly immune to the damage the other cards would otherwise inflict on them! I ALWAYS would start with dropping my Fire Elemental. This thing is 100% immune to everything else I do. I then start going around the map dropping as many walls and poison clouds as I can. If the enemy actually gets close enough to me to be a threat, I'd go to the nearest corner and wall myself in with Force Wall, then start sending out my Wraiths which can go right over it to deal with them. If it's ever safe again, I just pop on my climbing boots and go back to work turning the entire map into a death trap. While hiding in my walls, I'd also take the time to put on my equipment if I didn't have chances to while setting up my death traps. The Wind Spirits are there to push the enemy INTO said death traps, even if they don't wanna go through them. And both the Wraiths and Fire Elemental can completely bypass all those traps, while even the Wind Spirits are mostly immune thanks to Incorporeal. If they can work their way through all that, I still have my Lighting Attack spells to finish them off.

EDIT: So, I've tried him out finally, and he has some issues, so I'll be looking into alternatives.

[spellbook]
[spellbookheader]
[spellbookname]Incorporeal Wizard[/spellbookname]
[mage]A Wizard (Air) Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=MWBG1W01]4 x Wall of Force[/mwcard]
[mwcard=MW1W03]4 x Wall of Fire[/mwcard]
[mwcard=MWPROMO54]4 x Wall of Poison Gas[/mwcard]
[mwcard=MW1J18]4 x Poison Gas Cloud[/mwcard]
[mwcard=MW1A07]2 x Lightning Bolt[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MW1J14]1 x Mana Syphon[/mwcard]
[mwcard=MWSTX2FFJ06]1 x Rolling Fog[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=DNC04]2 x Grey Wraith[/mwcard]
[mwcard=MW1C40]2 x Whirling Spirit[/mwcard]
[mwcard=MWPROMO41]2 x Fire Elemental[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MWSTX1CKQ06]1 x Eagleclaw Boots[/mwcard]
[mwcard=MW1Q33]1 x Wind Wyvern Hide[/mwcard]
[mwcard=MW1Q07]1 x Elemental Cloak[/mwcard]
[mwcard=MW1Q22]1 x Moonglow Amulet[/mwcard]
[mwcard=MW1Q17]1 x Lightning Ring[/mwcard]
[mwcard=MWPROMO28]1 x Staff of Storms[/mwcard]
[mwcard=MW1Q08]1 x Elemental Wand[/mwcard]
[mwcard=MWA01Q10]1 x Wychwood Ironvine[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MWPROMO6]1 x Clear Mind[/mwcard]
[mwcard=MW1I20]1 x Purify[/mwcard]
[mwcard=MW1I21]1 x Purge Magic[/mwcard]
[mwcard=MWPRO1]2 x Dispel[/mwcard]
[mwcard=MW1I28]1 x Teleport[/mwcard]
[mwcard=FWI16]2 x Dissolve[/mwcard]
[spellclass]Enchantment[/spellclass]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

156
Spellbook Design and Construction / Re: My Unorthodox Decks Thread
« on: August 07, 2016, 06:04:40 PM »
Hoping this actually works. The idea behind this deck is pretty simple, in theory, but turned out to be a bit of a pain to make in practice. As many cards as possible can do more than 1 thing, letting each of them provide multiple options. So, for every 1 card I play, I get at least 2 different options, if not more where possible.

The Starting Setup cards are in no particular order in the deck, but I usually would start with a Sunfire Amulet turn 1 atleast, and decide on which of the other three based on the situation I'm up against.

[spellbook]
[spellbookheader]
[spellbookname]Flexible Creatures[/spellbookname]
[mage]A Johktari Beastmaster Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Starting Setup[/spellclass]
[mwcard=MWSTX1CKQ02]1 x Hunting Bow[/mwcard]
[mwcard=MWPROMO53]1 x Gloves of Skill[/mwcard]
[mwcard=MWA01Q05]1 x Packleader's Cowl[/mwcard]
[mwcard=MWSTX1CKQ01]1 x Sunfire Amulet[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=DNJ02]3 x Corrosive Orchid[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=MWPROMO56]1 x Asto Vidatu, Angel Slayer[/mwcard]
[mwcard=MWSTX2FFC10]1 x Sardonyx, Blight of the Living[/mwcard]
[mwcard=MWSTX2FFC06]2 x Goblin Alchemist[/mwcard]
[mwcard=FWC10]1 x Ludwig Boltstorm[/mwcard]
[mwcard=FWC14]1 x Sir Corazin, Blademaster[/mwcard]
[mwcard=DNC16]3 x Spitting Raptor[/mwcard]
[mwcard=MWSTX1CKC05]2 x Screech Harpy[/mwcard]
[mwcard=MW1C09]1 x Darkfenne Hydra[/mwcard]
[mwcard=MWSTX1CKC09]2 x Giant Wolf Spider[/mwcard]
[mwcard=MWBG1C02]1 x Oscuda[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MW1E21]1 x Hawkeye[/mwcard]
[mwcard=MW1E28]1 x Mongoose Agility[/mwcard]
[mwcard=MWSTX2FFE04]2 x Brace Yourself[/mwcard]
[mwcard=MWSTX1CKE04]2 x Enchantment Transfusion[/mwcard]
[mwcard=MW1E29]2 x Nullify[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MWPROMO51]1 x Spiked Armor[/mwcard]
[spellclass]Attack[/spellclass]
[spellclass]Incantation[/spellclass]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

157
Spellbook Design and Construction / My Unorthodox Decks Thread
« on: August 07, 2016, 05:54:15 PM »
Hi all! So, it was pointed out to me that I have a habit of making VERY unorthodox decks. They asked if I would post them up here to share with the community and to get feedback. So I said, sure, why not. Here are the results of my boredom, where I go through OCTGN, pick random trait X, and try to build an entire deck around that one thing. This could be something as simple as "walls" or "traps", or something as weird and complex as my "Flexible Creatures" deck turned out to be. Each deck will get it's own post, and I'll modify this post with links to them if this thread gets big enough. So, with that said, lets start with a few of them for now.

158
Custom Cards / Re: Weather Wizard
« on: August 07, 2016, 04:59:00 PM »
This looks kind of like a shaman. Otherwise I would say to call it a Storm Spirit, but the alliteration there makes it sound too cool, like it will overshadow mages with normal names. Why training in plants btw? Also that storm counter ability looks kind of broken. One with nature should be limited to attacks or incantations too. You need to have some extra cost built in because as it is this Mage is insane on spellbook points because of all the spellbinding effects.


Sent from my iPhone using Tapatalk

Thanks for the feedback. Like I said in my PM, this guy is VERY much in the early experimental stage still. Like, I told you about him within 5 minutes of thinking and typing it up XD

Balance hasn't gotten a passthrough yet as I'm still trying to come up with what I want to do with him to make him feel different from every other Mage, what his role will be. The Plants thing was mostly because otherwise, he was literally limited to 21~ different cards, not counting the spells that I was going to make up. That felt a bit TOO limiting, making him able to barely do anything without a really expensive spell book. Some of these sets have very few cards in them, which makes it not nearly as useful as it might seem. Weather and Clouds for instance are pretty much the same thing right now almost. Both combined give maybe 3 cards from what i remember. It's mostly Lightning and Wind that give cards, with Hydro providing 2 as well. Looking at those options, I felt the decks would just be too limited to really make anything interesting with. If proven otherwise, I could of course drop the Nature part.

Sometime later today, I'll do a balance pass and try to rebalance the abilities a bit better. Even I felt they were too much, but it was more the concept I was trying to put down, so I'd have a feel of what the Mage WAS, so I could plan out other cards and stuff so I'd know where to tweak things.

EDIT: As for limiting One with Nature to only Attacks and Incantations, I don't think it needs it. Since the fusion is limited in duration, costs as much mana as the card itself does, and takes away one of your cards to do it, I think in the long run it balances out. Even if you were to use it to combine with a creature with some really potent abilities like a Wind Spirit, you still only get it for so long, and don't gain the extra action you would normally get from playing the Creature. In the long run, all you gained was a temporary buff (maybe a very nice one, but still temporary).

Also, tweaked the Perfect Storm ability to where I don't also get the benefit of the spell I cast, and it instead goes straight to the Conjuration which cannot act if it wasn't already a Creature. I also made the Conjurations count as both, which it was meant to when I came up with it, but I forgot to put that in there >>

159
General Discussion / Re: Holy has arrived!
« on: August 06, 2016, 10:07:28 PM »
Some of us can only play on OCTGN, so we won't get to see the new cards for a while ;_;

160
Custom Cards / Storm Spirit
« on: August 06, 2016, 07:47:12 PM »
Storm Spirit

Spell Point Limit: 120
Health: 32
Armor: 0
Channeling: 9

Creature: Nature Spirit

Training: Trained in any Hydro, Wind, Lightning, Weather, or non-Poison Cloud sub-type cards, and level 2 Enchantments and Plants in Nature.

Abilities:

One With Nature: Pay X mana and bind 1 Spell that Storm Spirit is trained in to her as a Full Action. It gains Dissipate X/2, and she gains all Traits and Attacks that Spell has until it is destroyed. X is the total cost of the Spell. Spells bound by this effect are treated as Enchantments.

((To clarify something, as I wasn't sure on the wording, "non-Poison Cloud" means Cloud sub-types, but the ones with Poison don't count. Just felt like I should clarify that. And yes, Dissipate X/2 means half of X, rounded to the nearest whole number.))

The Perfect Storm: Storm Spirit starts with 5 Storm Counters on her. When she plays an Attack or Incantation Spell that she is Trained in, she can pay Mana equal to it's Level +2 and place a Storm Counter on it. That Spell is attached to a target non-Plant Conjuration you are Trained in within 2 Zones instead of playing it's effect, and that Conjuration becomes a Creature as well, and can Act using any Attacks or Incantations attached to it (it may not act this turn). Each Storm Counter counts as a Growth Counter on the attached Conjuration. Storm Counters return to the Storm Spirit when the card they are on is destroyed and can be used again.

Basic Melee Attack ;; Quick ;; Melee ;; 0-0 ;; 3 damage

---------

Here is a list of every card this Mage is trained in. Note that it is NOT a complete spellbook, nor is it meant to be one.

Quote
A Mage Wars Spellbook, built using the OCTGN SBB 8/8/2016 11:33 AM

Spellbook points: 156 used of 156 allowed

Key: Quantity - Spell Name - Spell Level - Spellbook Cost - Total Spellbook Cost


---  Hydro  ---
1 - Surging Wave - 1 - 2 - 2
1 - Geyser - 1 - 2 - 2

---  Wind ---
1 - Windstorm - 1 - 2 - 2
1 - Sandstorm - 2 - 4 - 4
1 - Jet Stream - 1 - 2 - 2
1 - Whirling Spirit - 4 - 8 - 8

---  Lightning ---
1 - Arc Lightning - 1 - 2 - 2
1 - Shock - 1 - 2 - 2
1 - Forked Lightning - 2 - 4 - 4
1 - Lightning Jolt - 1 - 2 - 2
1 - Piercing Thunderstrike - 2 - 4 - 4
1 - Lightning Raptor - 2 - 4 - 4
1 - Chain Lightning - 3 - 6 - 6
1 - Electrify - 2 - 4 - 4
1 - Lightning Bolt - 2 - 4 - 4
1 - Thunderbolt - 3 - 6 - 6
1 - Circle of Lightning - 2 - 4 - 4

---  Weather  ---
1 - Raincloud - 1 - 4 - 4
1 - Renewing Rain - 1 - 4 - 4

---  Cloud  ---
1 - Fog Bank - 1 - 2 - 2
1 - Rolling Fog - 2 - 4 - 4

--- Nature levels 1 and 2 of Plants and Enchantments ---
1 - Tangleroot - 1 - 2 - 2
1 - Mana Flower - 1 - 2 - 2
1 - Tanglevine - 1 - 2 - 2
1 - Wall of Thorns - 1 - 2 - 2
1 - Tanglevine - 1 - 2 - 2
1 - Bloodspine Wall - 1 - 2 - 2
1 - Mohktari, Great Tree of Life - 2 - 4 - 4
1 - Corrosive Orchid - 2 - 4 - 4
1 - Etherian Lifetree - 2 - 4 - 4
1 - Stranglevine - 2 - 4 - 4
1 - Vine Snapper - 2 - 4 - 4
1 - Thornlasher - 2 - 4 - 4
1 - Falcon Precision - 1 - 2 - 2
1 - Bear Strength - 1 - 2 - 2
1 - Lion Savagery - 1 - 2 - 2
1 - Rhino Hide - 1 - 2 - 2
1 - Badger Frenzy - 1 - 2 - 2
1 - Gator Toughness - 1 - 2 - 2
1 - Iguana Regrowth - 1 - 2 - 2
1 - Panther Stealth - 1 - 2 - 2
1 - Wolf Fury - 1 - 2 - 2
1 - Bear Strength - 1 - 2 - 2
1 - Bull Endurance - 1 - 2 - 2
1 - Cheetah Speed - 1 - 2 - 2
1 - Hawkeye - 1 - 2 - 2
1 - Mongoose Agility - 1 - 2 - 2
1 - Regrowth - 1 - 2 - 2
1 - Rhino Hide - 1 - 2 - 2
1 - Lion Savagery - 1 - 2 - 2
1 - Cobra Reflexes - 2 - 4 - 4
1 - Eagle Wings - 2 - 4 - 4

That all said, here's some of the original cards that might be in the set.

--------

Tornado ;; Cost: 2/3X ;; Air 4 ;; Wind ;; Enchantment ;; Full ;; 0-3 ;; Target: Zone
Storm Spirit only, Epic, Dissipate X

Whirling Wind ;; Ranged ;;  Zone Attack ;; [Wind];; Dice=X+1 ;; d12 1-4 Stuck, 5-8 Stuck + Dazed, 9+ Stunned + Pushed 2 in a random direction, Unavoidable, +2 vs Flying

Tornado gets X Category Counters when it is revealed. During the Upkeep Phase, each Creature in the Arena within a number of Zones equal to the Category Counters on Tornado is Pushed 1 Zone closer to Tornado. Tornado makes it's Attack at the end of each Upkeep Phase.

Alternatively, this could be tweaked so the zone range is instead a flat 2 zones away, and it can move like the rain cloud, 1 zone per turn for 1 mana.

161
General Discussion / Re: Paladin vs Siren Spoilers
« on: July 23, 2016, 01:27:43 AM »
What about a Whirlpool? Attack spell pulls everything 1 zone away to it, then zaps them all for damage.

That would probably be better as an incantation that makes an attack, like explode or burst of thrones.

Fair enough.

162
General Discussion / Re: Paladin vs Siren Spoilers
« on: July 22, 2016, 08:11:42 PM »
What about a Whirlpool? Attack spell pulls everything 1 zone away to it, then zaps them all for damage.

163
Alternative Play / Re: Master and Apprentice
« on: July 14, 2016, 08:35:55 AM »
I kind of want to test this out... It seems like an interesting concept.

164
And in my defence he literally asked us to tell him what to thin out. If the post came off as mean I'm profusely sorry but i wrote it in a real big hurry. Also he was 19 SP over budget. I was only trying to help.

I took no offense to anyone's help. I appreciate it all. I haven't put any work into this deck in a few days, distracted as I am with other projects, but when I do get around to it, I'll post v2 here for a review of the remade concept.

165
General Discussion / Re: Paladin vs Siren Spoilers
« on: July 13, 2016, 04:57:52 AM »
A quick-cast must be used to cast, so only spells. Sorry.

Such a shame. I figured that was the case. Otherwise, that trident could totally be used to push people 2 spaces in one turn (first with Thrust, then Wave Blast). Guess it will have to just be done with other methods.

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