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Messages - Texan85

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31
I Bought the black and white dragon sleeves and will see how they go, like in MTG the black and white boarders always looked good to me.

I might buy some clear dragon sleeves.

32
Player Feedback and Suggestions / Re: New Boards
« on: July 03, 2013, 03:38:58 AM »
But you don't need the expansions to play just the core and if you wanted to you could pick chose which expansions to buy if your on a budget.

But you are ignoring the psychological component, we are in a time of MTG, Yugioh, and even LCGs with FFG are to the point where catching up is a mOney drop, and if you honestly think ppl won't just embrace ignorance and assume that they are too far behind to catch up. That's just human behavior, and I'd argue that is why they are not flooding out with new content.  Honestly they don't even have a tournament season going yet, and there is tons of content out already.

33
General Discussion / Re: A Mage Wars Mission
« on: July 03, 2013, 03:25:43 AM »
This could have been solved by tldr:

And I watched lords of waterdeep how to vids, and I think the game looks dumb. But more than that it is very unlike Mage wars, but I do agree everyone on here should help support MW on BGG with word of mouth and general word of mouth.

34
Strategy and Tactics / Re: 'Wizard's Castle' Turtling Strategy
« on: July 02, 2013, 03:18:28 PM »
Cheeta Speed the QC
Then teleport or Mage specific item depending if I have initiative.
When I dont have initiative I'd cast teleport as a quick cast after my second move and use a late QC to then open with initiative to pull the wizard to me.

If this is like a king castling in a corner IMO the best response is to rip him out of his corner, and force a wholesale change of strategy. And by hopefully putting him on a defensI've will shut down the strat.

35
General Discussion / Re: A Mage Wars Mission
« on: July 02, 2013, 03:00:44 PM »
I don't get the point of the post either.

36
"serious players" a large part of this thread talking about how beginners use it because it is hard to counter. its OK I get it now that we wont see a counter till after next big comp because people want to keep builds close to their chest.

 btw cheapest walls won't last long against the temple. it's attack has ethereal so it can take down fog in 1 and flame in 2 turns (remember its a free attack so of course it will hit the wall). the larger HP walls will last 2-3 turns and if they pick the best wall (usually the middle) they gain all Los back and consider how much you paid to get an extendable walk out.

now if there was a light wall (with light immune and only attacks nonliving creatures)

Yea, 2 to 4 turns to either put the Mage on the defensive and gain tempo (that thing all the arena junkie elitists love to talk about). You really fail to see the point, so what if one wall dies (a) the cannon has to shoot around 2 others, and (b) that's enough time to go after the other Mage and dump a creature in place to roflstomp the TOL and/or tag team the enemy Mage so if he ignores creatures and focuses the Mage, the creatures can keep the tempo up.

Lastly, id rather demolish the support temples, and drop my spawn point and let the extra mana power up my advantage in tempo.


This is the point of a well rounded spell book.

And I believe, as I have said before that these things evolve, and quite a few newbies have asked how to counter this phenomenon.

37
i cant count how many times i have said something similar to "yes it is a great card but not essential".

and this thread is about essential cards for all mages. players can refer to the topic "the good, the bad, the neglected" for a list of good spells.

Didn't say it wasn't essential, it is as there is 1) better hands and boots than leather armor, so where else are you getting armor other than those 3 slots, a chest isn't an uncommon item to have dissolved or exploded, and 4 armor is the magical number before you see noticeable diminishing marginal utility (so it isn't a waste), and 2) frost is coming so not only is fire and lighting going to be a counter it will be a fully effective. And 3) how else are you going to try to avoid that kind of damage once your chest gets burned down.

And finally essential doesn't mean always use, it is essential because your going to take damage, and it's not unheard of to take fire or lighting damage; then soon to be frost damage which will be the flavor of the month.

And the counter argument that because it doesn't meat your subjective definition of essential doesn't automatically make it non-essential. How about someone make an actual counter argument?

Because even it if gets dissolved that means your opponent found it s big enough threat to get rid of it. Otherwise you at least get one armor and two less dice on the finisher spells that people like. Not to mention aren't most the common zone attack spells fire, lighting, or light. That's 2 of three and a priestess will likely be the only one to run light spells.

38
planning tour book to use every item slot isn't wise even with battleforge. I understand this Is counter to most games especially computer games that want you to fill every available slot.

I rarely find I am able to cast more then 3 equipment and if I plan on casting more then 5 the battle forge is a must. I must assume your meta allows for slower build up time. for example in my meta the most items I have been able to cast in a comp game was on a priestest build and I only got out
staff of asyra
ring of dawn breaker
ele cloak
regrowth belt

hence I dont think it is necessary to have an item for each slot. if you read most book building topics you will hear similar suggestions.

for a practical example your warlord should go fire armour + leather boots. this gives him + 3 armour -2 flame for only 8 mana and is far better then 1 ele cloak which gives +1 armour -2 tri ele resist. also if you know your 100% going to vs the air wizard get the lightning armour, don't just include cloak for the chance of lightning wizard

Funny I didn't say you have to use it, but I did say its best to have it. Especially in a tournament where you likely won't know the other Mage. And oops it's a wizard that is fire or air.

Life is like a box of chocolates, you won't know what you will get.

And furthermore I play a fast attack warlock, so I end up using barely 25% of my book.  So how does that comport with only Having every slot as a slow play. The point is to be prepared, who the hell uses every spell?

39
So Origins 2013 is over. At least 2/3 of the Tournament of Champions builds ran large numbers of Hands of Bimshalla plus Temple of Light, and the undefeated winning build (Steve Walters priestess) used 6x Hand and 3x Temple.

---
So here's what is interesting about a Temple Build. The Hand of Bimshalla is only mildly overpowered by itself. The temple of light is worthless without Hands (you'll never get enough Dawnbreakers to buff it). However, the combo of Hand plus ToL proved to be absolutely over the top overpowered.

I am of the opinion that Mage Wars needs more strong combos, not less. However, Hand+ToL is not the right model to base them on, for the following reasons:
- Hand and Temple are both quick spells. You can have 3 hands + ToL and roll a 4 dice ranged attack on Round 2. This is far too fast of a combo, compared to how long it takes to get creatures or equipment out.
- Hand and Temple do not reward an opponent for trying to interrupt the combo. At 5 mana and level 1, it is easy to replace destroyed Hands. Temple is even worse. If your Temple attacks, then dies, recasting ToL lets you get a 2nd temple attack off on the same round! Ironically, killing the temple actually INCREASES its damage output.

However, I am all for combo cards being stronger. They just need limitations. Any combination of the following will work:
1) requires time (every-upkeep-phase effects)
2) requires map control (must control X outposts, Y zone exclusives, etc)
3) requires specific creatures (all soldiers gain X. Requires an Angel, a Knight, and 2 Clerics)
4) requires another card type (effect multiplied by number of temples, of walls, of mana Conjurations, etc.)
5) requires specific "combo points"

Some hypothetical examples:
-----
(1, 3) Mithril forge - generates Blade tokens each round and after X tokens gives a +Piercing or + melee bonus to Soldiers.

(2,3,4) Temple of Protection - Any time an attack is declared against a friendly creature within 0-2 range and LoS, you may pay 2 mana to use Temple of Protection as a defense. (d12+X) 10+, where X = number of Clerics you control.

(1,2,3) Idol of Desecration - Every upkeep phase, gain a Desecration token for every zone that contains a Demon creature you control. When a friendly Demon creature enters play, you may spend 9 Desecration tokens to teleport him into a zone with any other Demon creature you control, and activate his action marker.

(1,5) Hive - Generates an Insect token every round.
Thousand Stings - Attack spell. You must pay 2 Insect tokens as part of the casting cost. High damage zone Poison attack.
Insect Swarm - Enchantment. You must pay 3 Insect tokens as part of the reveal cost. Inflicts Poison damage every round. When target creature is destroyed, you may immediately cast and reveal Insect Swarm for no cost on any other creature in the same zone.
Hive Queen - Creature. Unique. You must pay 6 Insect tokens as part of the casting cost, but this creature does not cost mana. Generates Insect tokens every round.

(1,4) Quickened Mind - Enchant. During the Upkeep phase, gain a Thought token for each Psychic card you control. Gain a Thought token every time you cast a Psychic incantation. Maximum 6 Thought tokens. Immediately after any of your action phases, you may spend 6 Thought tokens to reset your Quick Cast marker.

(3,4) Entrench - Incantation. Until the end of the round, all your Soldier creatures gain Aegis X while Guarding, where X = the number of Walls you control.

(3,4) Malediction - Incantation, targets enemy creature. Performs an X dice Poison zone attack centered around target creature, where X is the total number of revealed Curse enchantments on the creature.

(2,4) Rain Cloud - Conjuration, Cloud, all Corporeal objects in this zone, or corporeal Walls bordering this zone, gain Flame -2 and Acid -2
Thunder Cloud - Conjuration, Cloud. Every upkeep performs a 2 dice Lightning zone attack with Flying +1
Smoke Cloud - Conjuration, Cloud. Blocks Line of Sight to or from all objects within this zone. Does not affect walls bordering this zone.
Hurricane - Unique Conjuration, Cloud. Every upkeep phase, pay 3 upkeep to perform an X dice Wind zone attack (-3 vs Clouds) against every zone containing a friendly Cloud, where X = total number of Clouds you control.


Run 3 of the cheapest wall and box the damn thing in. It's epic so he can't put more down, so wall it away. It's a mana eat, but that cannon is then DOA and to put that much into the set up the opposing Mage is going to like be hindered. Put a creature on the Hands and let TOL waste attacks

It is called Perfectly Unbslanced, when lots of peeps run TOL then everyone will counter for it, and it will be rofl stomped. Gurantee next decent tournament every serious player will prep for that build, and be ready to counter it. With snipers, walls, +conjuration damage items. And maybe a hydra to triple strike it. Or gorgon archer to lock down the enemy Mage while you focus on the hand of Bims

40
Player Feedback and Suggestions / Re: New Boards
« on: July 02, 2013, 12:05:20 AM »
But if they come out with new products to sell it would accomdate to more people thus making their market base larger.

Not necessarily, too many products scares ppl away as a money sink. There is a new question from new ppl asking about the cost of getting in, which is low, but with a new pack in September, there will be a core + FM/WL + Kumamjaro + Druid/Necro.  That gets to be a lot to buy. And I won't quit, as long as there are tournaments to play in.

41
adding 1 armour is countered by 1 Peirce. it only gets value when you add it to another armour item, so there will be times when it wont be of value. by definition it isn't valuable 100% of the time so it should not be an must have card.
for most mages you can get 2 armour for cheaper (with 1 ele resist) and if there are some mages who will attack you without an ele resist provided by the cloak you don't have a good card in that case.

not saying its not a very good card most of time, but there are match ups where you don't use it. so you should not have it in a must have skeleton deck build.

You are talking like every attack has piercing. Most attacks don't have piercing so the +1 armor will be useful more times than not, unless you want to posit that sometimes your opponent will roll all criticals so +1 armor wouldn't be useful then either. That argument would apply to all armor though.

There are no cards that are used in every game. However, that doesn't invalidate this list. Therefore the questions are how likely you are to use it, how much benefit do you gain from its use, and how much does it cost you to include it in your spellbook?

Agreed, so what is the alternative cloak? Even if you don't use a card doesn't meZn it was not needed in highly likely scenarios. And I would also posit it is prudent to have one of each armor piece so as to respond to situations especially pieces with armor because ther is one universal constant in this game (right now at least) to win you have to damage the other Mage, and armor reduces damage taken.

42
Actually, because of the pierce you would want to use it if you dOnt have a great alternative because you will likely have a chest on for armor, and the 1 extra armor reduces the intensity of pierce on you.

So then what cloak is the cloak to use other than this one?

43
@reddawn: it's level 1. If there is elemental magic it helps a lot. Not sure why you wouldn't put it in your deck, you don't have to cast it.  ???

Ok, but you could make that same argument about pretty much any level 1 card.  I'm just saying a few things here:

1. Armor is more relevant than elemental resistances.
2. Elemental Cloak does not offer adequate armor for its cost.
3. Elemental Cloak is therefore not the auto-include people make it out to be.

It's a good card, but if were are talking about cards that should be in every single book, there are others that are more important.

Adaquate armor is subjective, I'd like to hear a more objective comparison. Realistically how much armor can you load on? +2 chest, aren't the leather boots and gloves +1 each for 2 mana, but then that is it. that kind of maxs out the armor I think, but those slots are then used. And new gloves and boots are out, and so where do you get the armor from? My rule of thumb is 3 armor because someone ran the numbers, so with those new boots and gloves I'd rather have, I'd say this cloak and a chest fits a nice bill. And it's nice for the resistances.

Lastly, it could provoke a dispell, which is nice so better equip isn't lost.

44
That's not true, that's quite a poor argument. And a rule of thumb, any statement that includes absolutes: all or never is usually not true.

Furthermore, saying it is a level one is not the primary argument but a subsidiary argument. The primary argument is name a Mage that won't use elemental attacks. Maybe force master? Maybe, but you never know. when is elemental wand not included? Warlock: Fire spells, and lighting spells can be powerful. Furthermore, as a defense the cloak is positive against a Mage that wants to fight at range will likely try to use fire or lighting and this clOak would be a good fall back to mitigate that. Which then brings about the "yea that's well and good" from the naysayer that tries to argue cost.  At 2 in the book to combat a semi viable strategy (locks and wizards are popular) it would be a good include for a few different mages. Even for the forcemaster which could be ranged to death .  It seems only the wizard it is not highly viable. Maybe a ranking system is best.

Essentially it is a very low book cost, situational (but that is not bad because consensus seems to be everything is situational), but powerful when used correctly. Finally, FROST DOTH COMEITH SOON! And that could be a band wagon deal.

Maybe 1/*: Situational, but there is moderate chance of use.
2/**: useful in several situations and/or a counter to current meta strats. (TOL is common so exp would be plus conjuration attack spell.
3/***: Multiple situational uses and/or a counter to a very common meta strat.

Nothing is to say this list can't evolve. Though unlike most CCGs/TCGs few of our cards are useless.
2/**:

45
Player Feedback and Suggestions / Re: New Boards
« on: July 01, 2013, 05:43:26 PM »
I agree, a lot of what people want from AW can be done at home.

IMO their to do list should be to focus on sales, tournaments, and increasing the player base as much as possible, otherwise new products are useless when there isn't anyone to sell them to.

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