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Messages - Borg

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61
Rules Discussion / Re: Passage Attacks
« on: March 21, 2017, 10:54:13 AM »
Please at least agree with the issue if not the solution :)
Climbing needs to save you from passage attacks.

That would go a bit too far imo..

I'd like to point out that the Conjuration group called "Walls" is somewhat misleading.

There are true "Walls" in there, like Wall of Earth or Wall of Bones, meaning physical structures which usually block passage and then there are conjurations also called "Walls" but which are not truly walls but more immaterial obstacles, like Wall of Fire or Poison Wall or Fog Bank, or material obstacles like Wall of Pikes.

So some conjurations are called walls because they behave like walls ( for playing purposes ) rather than effectively being walls.

Climbing should affect real walls but not these so called walls : thus passage attacks should still attack Climbers.

Shouldn't Wall of Pikes be unavoidable?

I understand that Fire or Poison or Thorn attacks are Unavoidable as it's everywhere around the creature passing through.
Pikes however are different imo and I have no problem with it being avoidable.

So, yes there is an issue ;)
Climbing should be a quick, hindering action.

62
Spellbook Design and Construction / Restoration - Priestess
« on: March 19, 2017, 09:09:49 AM »
EDIT : updated 25 march 2017

[spellbook]
[spellbookheader]
[spellbookname]Restoration[/spellbookname]
[mage]Priestess[/mage]
[/spellbookheader]
[spells]
[spellclass]Equipment[/spellclass]
[mwcard=DNQ10]1 x  Meditation Amulet[/mwcard]
[mwcard=MWAPRQ03]1 x  Resplendent Bow[/mwcard]
[mwcard=MWSTX1CKQ06]1 x  Eagleclaw Boots[/mwcard]
[mwcard=mw1q07]1 x  Elemental Cloak[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=PSJ02]2 x  Consecrated Ground[/mwcard]
[mwcard=mw1j08]1 x  Hand of Bim-Shalla[/mwcard]
[mwcard=MW1J23]1 x  Temple of Asyra[/mwcard]
[mwcard=PSJ10]1 x  Temple of Meraveran[/mwcard]
[mwcard=PSJ06]1 x  Pillar of Righteous Flame[/mwcard]
[mwcard=MWSTX2FFW01]1 x  Wall of Earth[/mwcard]
[mwcard=FWW01]1 x  Wall of Pikes[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=MWAPRC07]1 x  Meditating Monk[/mwcard]
[mwcard=PSC01]1 x  Alandell, the Blue Knight[/mwcard]
[mwcard=PSC02]1 x  Artemis, Dawnbreaker's Eye[/mwcard]
[mwcard=mw1c06]1 x  Brogan Bloodstone[/mwcard]
[mwcard=MWAPRC04]1 x  Ehren, Enduring Paladin[/mwcard]
[mwcard=PSC10]1 x  Dorseus, Stallion of Westlock[/mwcard]
[mwcard=MWSTX1CKC06]2 x  Guardian Angel[/mwcard]
[mwcard=mw1c22]2 x  Knight of Westlock[/mwcard]
[mwcard=MW1C02]2 x  Asyran Cleric[/mwcard]
[mwcard=PSC06]1 x  Crusader Griffin[/mwcard]
[mwcard=mw1c28]1 x  Royal Archer[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MW1E20]1 x  Harmonize[/mwcard]
[mwcard=mw1e01]1 x  Bear Strength[/mwcard]
[mwcard=MWSTX2FFE04]2 x  Brace Yourself[/mwcard]
[mwcard=PSE03]1 x  Chant of Rage[/mwcard]
[mwcard=LG01E03]1 x  Critical Strike[/mwcard]
[mwcard=MWSTX1CKE03]2 x  Healing Charm[/mwcard]
[mwcard=PSE06]1 x  Healing Madrigal[/mwcard]
[mwcard=PSE09]2 x  Life Link[/mwcard]
[mwcard=mw1e32]2 x  Regrowth[/mwcard]
[mwcard=mw1e36]1 x  Rhino Hide[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=PSI04]4 x  Martyr's Restoration[/mwcard]
[mwcard=mw1i06]3 x  Dispel[/mwcard]
[mwcard=mw1i24]1 x  Seeking Dispel[/mwcard]
[mwcard=mw1i07]2 x  Dissolve[/mwcard]
[mwcard=mw1i12]1 x  Force Push[/mwcard]
[mwcard=FWI04]1 x  Force Wave[/mwcard]
[mwcard=PSI09]2 x  Lesser Teleport[/mwcard]
[mwcard=mw1i28]1 x  Teleport[/mwcard]
[mwcard=MWSTX2FFI06]1 x  Defend[/mwcard]
[mwcard=mw1i17]2 x  Minor Heal[/mwcard]
[mwcard=mw1i20]1 x  Purify[/mwcard]
[mwcard=MWAPRI05]1 x  Remove Curse[/mwcard]
[spellclass]Attack[/spellclass]
[mwcard=DNA01]1 x  Acid Ball[/mwcard]
[mwcard=FWA02]1 x  Force Hammer[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

END EDIT.

A search of this forum for any thread or discussion about Martyr's Restoration didn't yield any results.
It seems that this card is flying under the radar so far.
I see two major reasons for that.

1- It's a "Holy Mage Only" spell, making it very unlikely this card is going to be discussed or mentioned in any thread about another type of mage.

2- All Holy focus seems to concentrate on the paladin currently and to a lesser extent, the Priest. There seems to be very little interest in the Priestess currently.

Martyr's Restoration sees limited use in some books, one copy only, mainly to heal Ehren.
I think however that this card can be the backbone of a very strong Priestess strategy.

Why is this card so good imo ?
Because for just one mana you can remove 5 damage GUARANTEED from one of your creatures, from 2 zones away.
And in the Priestess' case, gain 1 life on top of it thanks to her Divine Reward ability.

Compare to Minor Heal.
This card lets you roll 5 healing dice alright but it will only heal 5 damage on average.
There's no guarantee you'll get that average on any given round.
In situations where you need the healing the most, it may just backfire ( and heal just 2 or 3 damage for example ) and turn into a wasted action and mana.
What's more, Minor Heal costs FIVE times as much as Martyr's Restoration and has only a range of 1, thus requiring your mage to stay much closer to the danger zone as well.
Being able to hang back two zones makes a world of difference compared to just one zone.

What is this Restoration strategy supposed to look like ?
Simple :

1- Up your mana/round to 12
Most of the creatures you'll summon are in the 12-15 mana range.

2- Outsummon your opponent with quality lvl3 and lvl4 Holy creatures.
These creatures are supposed to be able to take one or more hits, or be able to live through one round so you can cast Restoration on them next if necessary. Using Intercept, Guard and Defenses help in the "staying alive" concept, obviously.

3- Use Life Link on your most pivotal creature for that match-up.
In combination with MR you can potentially "heal" it up to 8 damage guaranteed, every round.

4- Keep the Priestess out of harm's way and let her passively heal 3-5 damage per round with the help of Hand of Bim Shalla, Regrowth and Faith Healer's Staff. Dorseus could up this to 5-7 passive healing per round.

5- Minor Heal and Healing Charm are to be used on the Priestess in the first place, other creatures secondly.

In summary : overwhelm your opponent with superior creatures and keep them alive with Martyr's Restoration.


Standard opening :

R1 20     Meditating Monk - Mana Crystal

R2 22+1 Guardian Angel - FD Regrowth

R3 20+1 Hand of Bim Shalla - Ehren

R4 22+1 Martyr's Restoration ( on Ehren, now fully healed ) - Creature of choice or double move to NC

Set up, ideally ( theoretically ), in one of the centre zones and keep summoning creatures to eventually overwhelm your opponent.
Keep them alive with Martyr's Restoration and Life Link.

63
Strategy and Tactics / Re: The power of burn
« on: March 15, 2017, 08:51:44 AM »
Magma Golem certainly fits into the Adramelech Warlock's arsenal of spells and tricks ( Fireweaving ).

I don't see him as the backbone of a book however but more as a mid-game surprise play, when your opponent has summoned a few creatures already.

I fear he can be taken out rather quickly if focused on but if you use him as a support play, when the opponent already has other things to worry about I think he may be a solid play.

His sbp cost (6) is also rather taxing on your book, so likely you won't include more than 1, another reason not to make him the focal point.

As such I see him perform best in a Curse-Burn book, the way the Adramelech Warlock often plays.

Another observation about him : I think the sweet spot for him may be to have 1 burn on him permanently.
That way he still has 3 armor, which is enough to deal with 6 attack dice and during upkeep he gets a second burn token to damage all those around him.

What other spells would fit this type of book ?

As mentioned already, Adramelech's Touch should be an autoinclude. One copy to put on the Golem and one for the opposing mage with possibly a back-up third copy.
If you start your game by cursing the opponent he may not deem it worthwhile to use dispels on the Touches though and two might suffice.

To protect the Golem and to make melee attacking him less attractive, maybe a Circle of Fire.
Of course Golem+Touch+Barrier = 24 mana. A serious investment.

A few copies of Lesser Teleport might come in handy as well so you can potentially drop him right into the opponents lap during final Quickcast.

64
But return to the mane question:  I have 1 HP enemy's Ghoul Rot and my regenerate 2. Enemy's ini, will I survive?
Hasn't that been answered several times already ?

65
If there is a timing issue then the player with initiative decides, this means if a creature has 2 effects controlled by different players then the player with initiative decides what happens first.
Incorrect, imo.
A creature that regenerates ( owning player effect ) and that will take damage from an Idol ( opposing player effect ) can choose the order it which it resolves both effects. Normally Regenerate first, then take 1 damage.
The owner of the idol has no say in this, no matter who has initiative.

in the example of ghoul rot or death link vs regenerate, since the effects are controlled by different players, the player with initiative decides in what order they take place.
Again incorrect, imo.

A creature that regenerates ( owning player effect ) and that will take damage from a Ghoul Rot ( opposing player effect ) is the same example as above.

Death Link and Regenerate is different.
In the examples above we're always talking about two effects on 1 creature.

In case of Death Link and Regenerate we're essentially talking about 1 effect on two creatures.
The controller of Death Link can heal and deal damage and the controller of the Regenerator can regenerate.
In this case it's the player with initiative who can resolve his effect first.
So, if the player that controls the Death Link has initiative it is possible to kill the creature before it gets a chance to regenerate.




66
According to this message by Shad0w, the order of Ghoul Rot and Regeneration (the situation in TS question) is determined by the Initiative. Is it right?
That is not correct, imo.
The order is not chosen by initiative.
The order is chosen by the player who controls that creature.

The player who controls the Ghoul Rot has no say in this as it does not affect one of his creatures.
You only have say over effects on your own creatures ( objects )

67
Problem is when its the other way around. THEN initiative matters.

If warlock has deathlink on a highland unicorn with regen that has 2 life left.
When the warlock has initative he can choose to resolve his deathlink before the horse gets to regen.

That's correct.

Santar and Hagen currently seem to think that each effect triggers in initiative order.
But that's not correct.
All effects trigger at the same time.
Only the resolution of those effects are made in initiative order.
Meaning :
The mage with initiative chooses 1 of his objects and resolves all effects on it in the order he chooses ( so, for example, lifelink first, then idol )
Then he chooses another of his objects that has effects on it and resolves those in the order he chooses...
and so on until he has no more objects with upkeep effects on them.
Then the player who does not have initiative does the same.

So this means that it is possible, as Jacksmack points out, that the Player with initiative chooses to use his Death Link first but in the process of doing that kills the opposing player's Unicorn before that one can regenerate.

68
Just another classic example:

There is a Mage A (1 HP) and a creature (1 HP + Death Link), and a Mage B with Idol of Pestilence on his side.

If Mage A has the Initiative, he activates the Death Link in his Upkeep first, and survives the Idol of Pestilence effect.

If Mage B has the Initiative, the Idol activates first, and kills Mage A.

Is it right? If so, is it as an example of "In the rare case that a timing issue occurs, the player with the initiative decides the order." situation from the Rulebook?

Hagen, you make the same interpretation error as Santar.
Initiative has nothing to do with it.
Mage A has two effects on him to resolve during upkeep, Lifelink and Idol.
When it's Mage A's turn he decides the order and will normally decide to use the lifelink effect first, then the idol, so he survives and has healed 1 damage total, no matter who has initiative.

69
Strategy and Tactics / Re: Eye of Bael on opponent!?
« on: March 14, 2017, 08:32:08 AM »
So, to add to this strategy, one could cast Eye of Bael on opponent mage, then cast Curse Item so now the opponent mage cannot just simply replace the cursed item. He has to either remove the curse first with a dispel and then can replace item, or he is forced to dissolve or crumble the item. Is this correct? If it is, that is 3 points of damage per upkeep phase basically forcing the opponent mage to take action against the cursed equipment.
Nah.
Your opponent will just choose to destroy the eye during upkeep thanks to the curse item.
This will cost you two actions and 9 mana and net you nothing ;)

70
Initiative has no real effect on resolving this.
Initiative only indicates who resolves effects on his objects first.

The Ghoul Rot is a spell from your opponent but it affects your creature, so you resolve all effects on that creature during your initiative turn in the order that you want.
So, in a situation where your creature has 1 HP left
- You can decide to let it regenerate 2 first ( 3 HP left )
- then take the Ghoul Rot ( back to 1 HP left )

Thus, your creature survives the upkeep phase no matter who has initiative.

71
Spells / Re: Force Wave
« on: March 13, 2017, 01:25:19 PM »
Push entry in the codex :

Push
A push effect always pushes the target one zone in the same direction as the line from the source to the target. (Note that some push effects will specifically override this: e.g. “push in a direction of your choice” or “push in a random direction”.) If this line is diagonal, the controller of the push effect can choose either of the two closest cardinal directions. If the target is in the same zone as the source then the controller can choose any of the four directions.

Example: The target is one zone east of the source. The push must be in the east direction.
Example: The target is one zone east and one zone north of the source (diagonal to the source). The Push can be in either the east or north directions (the source chooses).

72
Spellbook Design and Construction / Re: Eye in the Sky - Forcemaster
« on: March 13, 2017, 11:37:49 AM »
Funny to see books changing. In reply #6 I asked you why there is no steal equipment. Your answer was a very good one. The main problem is the full cast and that it is not very efficient and very occasional. You have to be in range 1 to cast it since the eyes can't handle it. In early rounds (when the wand would come out) you need your full action to cast spores or vampiress not to walk.
Great card, but you convinced me it's not  that versatile in this book  8)

Touché ;)
Credit goes to you for bringing up that card early on, Chef.

Originally I didn't consider SE as I wasn't looking to steal weapons or armor.

If Jet Stream Wands become a more common counter to the Spores however it seems like Steal Equipment could be a good counter to that.

Besides that I am also highly interested to know how steal equipment interacts with champion gauntlets.

I'm sure Zuberi will have all the details about that interaction but I think it goes like this ( let's take Elemental Wand as example )

When you play SE you gain control of the Elemental Wand but it's still in the opposing Mage's Weapon or Shield slot, so Champion's Gauntlets still prevents it from being destroyed.
Champion's Gauntlets doesn't check who controls the equipment, it only checks location.
That means your only option is to attach it to yourself.

Works somewhat the other way round as when you would target a Lash of Hellfire.
Here your only option would be to destroy it as a FM can't equip it. ( Wouldn't be considered a great move though at that cost ;) )

73
Spellbook Design and Construction / Re: Eye in the Sky - Forcemaster
« on: March 12, 2017, 12:21:02 PM »
Well, let's consider the situation where an opposing mage pops out his Elemental Wand / Jet Stream early to focus on the Spores quickly, possibly protected by Champion's Gauntlets.
The usual DissolveSpore approach may turn out to be too slow to handle this focused attack.

How can the FM react to this direct assault with equal speed ?
Which cards give him equal speed ?

[mwcard=MWSTX2FFI03] Disarm[/mwcard]

A Spore with Glancing Blow should be able to live through 1 Jet Stream attack.
At that point the opposing mage will be within range 2 of the FM as well.
Reaction : Disarm the Gauntlets and Dissolve the Wand.

[mwcard=FWI09] Steal Equipment[/mwcard]

This one might be even better as this card bypasses the Champion's Gauntlets.
Potentially from range 2 : Force Pull enemy mage to within range 1 and take away his Wand with Steal Equipment. Why destroy something that might be of use to yourself ?

Anticipating to use this card at some point, the Wand of Healing may take the fall.

Other changes that seem appropriate :

As much as I like Piercing Thunderstrike, the 4 sbp's are a heavy cost and I think I'll prefer to expand my toolbox of attack spells with two other spells instead which may be more useful for the survival of the Spores.

[mwcard=MWSTX1CKA01] Surging Wave[/mwcard]

Only three attack dice but the ability to reliably put a Slam/Daze on a threatening creature round after round surely helps the survivability of the Spores ( and your Vampiress and FM as well of course ).
Bonus : possible push and ability to deal with Battle Forge.

[mwcard=MW1A09] Jet Stream[/mwcard]

Sometimes you just got to fight fire with fire.
Great in a mirror match and against Flying.
Gives you an Ethereal attack spell again.

[mwcard=FWA01] Arc Lightning[/mwcard]

Toolbox spell vs Lightning +2 opposition
Great to have around in the right situation but maybe a Force Hammer is more useful overall.
Undecided as of now.

An extra Teleport and a Tanglevine were added as well.

I'll update the book in the opening post.

74
Spellbook Design and Construction / Re: Eye in the Sky - Forcemaster
« on: March 11, 2017, 03:41:23 AM »
Deleted.

75
Spellbook Design and Construction / Re: Eye in the Sky - Forcemaster
« on: March 10, 2017, 03:13:58 AM »
Deleted.

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