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Topics - drmambo23

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76
Spellbook Design and Construction / Adremelech Burn Build
« on: October 13, 2015, 12:51:22 PM »
So I am still getting use to building books and figuring out what will work or not.  I haven't had a chance to try this book out yet but wanted to know what your guys thoughts are and would like constructive criticism.  Thanks

[spellbook]
[spellbookheader]
[spellbookname]Lady Warlock[/spellbookname]
[mage]Adramelech Warlock[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=mw1a06]2 x  Flameblast[/mwcard]
[mwcard=mw1a04]2 x  Fireball[/mwcard]
[mwcard=DNA01]1 x  Acid Ball[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=mw1j19]1 x  Deathlock[/mwcard]
[mwcard=DNW01]2 x  Bloodspine Wall[/mwcard]
[mwcard=mw1j06]1 x  Gate to Hell[/mwcard]
[mwcard=MWSTX1CKJ01]1 x  Enchanter's Wardstone[/mwcard]
[mwcard=mw1j12]2 x  Mana Crystal[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=mw1c16]2 x  Flaming Hellion[/mwcard]
[mwcard=DNC04]1 x  Grey Wraith[/mwcard]
[mwcard=MWSTX2FFC11]1 x  Sersiryx, Imp Familiar[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=mw1e09]1 x  Agony[/mwcard]
[mwcard=mw1e23]2 x  Jinx[/mwcard]
[mwcard=mw1e29]2 x  Nullify[/mwcard]
[mwcard=FWE02]1 x  Circle of Fire[/mwcard]
[mwcard=mw1e22]2 x  Hellfire Trap[/mwcard]
[mwcard=mw1e04]3 x  Chains of Agony[/mwcard]
[mwcard=mw1e19]1 x  Ghoul Rot[/mwcard]
[mwcard=mw1e25]1 x  Maim Wings[/mwcard]
[mwcard=mw1e27]2 x  Marked for Death[/mwcard]
[mwcard=MWSTX2FFE01]2 x  Adramelech's Touch[/mwcard]
[mwcard=mw1e20]1 x  Harmonize[/mwcard]
[mwcard=mw1e36]1 x  Rhino Hide[/mwcard]
[mwcard=MWSTX2FFE02]1 x  Akiro's Favor[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=mw1q05]1 x  Demonhide Armor[/mwcard]
[mwcard=MWSTX1CKQ03]1 x  Colossus Belt[/mwcard]
[mwcard=DNQ07]1 x  Veteran's Belt[/mwcard]
[mwcard=mw1q06]1 x  Dragonscale Hauberk[/mwcard]
[mwcard=mw1q08]1 x  Elemental Wand[/mwcard]
[mwcard=MWSTX2FFQ01]1 x  Adramelech's Torment[/mwcard]
[mwcard=mw1q10]1 x  Fireshaper Ring[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MWSTX2FFI01]4 x  Combustion[/mwcard]
[mwcard=mw1i06]2 x  Dispel[/mwcard]
[mwcard=mw1i28]3 x  Teleport[/mwcard]
[mwcard=mw1i12]2 x  Force Push[/mwcard]
[mwcard=MWSTX2FFI05]6 x  Ignite[/mwcard]
[mwcard=mw1i01]1 x  Banish[/mwcard]
[mwcard=mw1i11]2 x  Explode[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

77
Spellbook Design and Construction / necromancer and sardonyx
« on: October 11, 2015, 08:14:00 AM »
I have been trying to find some ways to make a necromancer deck centered around sardonyx but the high mana cost of 24 is making it seem impossible. Do you guys have any ideas and tips to make its somehow work?

78
Off topic / academy and octgn
« on: October 07, 2015, 10:54:01 PM »
will academy cards be on octgn to use in games?

79
Spells / enchantment transfusion
« on: October 06, 2015, 06:05:54 PM »
If I am in a tight spot and need need to put a buff feom a creature to my mage with enchantment transfusion do I have to still pay the age bind cost if there is one?

80
Custom Cards / Scarlet Sorcerer
« on: October 05, 2015, 08:23:17 PM »

Name is still being worked on but...

I would really love to see a blood mage in this game.

Trained in dark and level 2 water
DARK MAGE

higher life than most mages but 8 or 9 channeling.

blood weaver: can use health equal to creatures level  in place of mana to help cast blood creatures.  Can use 1 health in place of 1 mana on all other creatures to assist casting

blood bond: can transfer 2 health from 1-2 blood creatures 0-1 zones away to mage. or 1 health from 1-2 creatures of any other type. can be used once per turn.

Also needs to have an effect that works off of bleeding  - (ex. for one mana, if any enemy creature is wounded and is 0-1 zones from mage, the mage can automatically cause that creature to have bleed. can be used on 1 enemy creature per round)

Equipment:
*Blood dagger - gives mage vampirism or something close to it.
*ritual staff - lets mage use 1 extra health instead of mana to cast creatures

Incantation:
- Blood control - similar to mind control for forcemaster
 - Boil Blood - attack plus can cause burn or bleed

Creatures:
*Blood Golem
*cultist - idk

most blood creatures should have vampirism, be undead and have psychic immunity

I know finite life kills this mage but it just seems like somehting he would have to work against. Or make the blood bond effect work like tree bond so that finite life does not affect the mage.

It would be a very interesting mage to play and I think very fun and exciting. Not to mention with the Siren release we will most likely have more water spells to use with this mage as well.

These are just some ideas I have in my head and want to put them out there and would love to see in the arena one day!
I think something along this concept would be amazing.  What do you guys think?
Thanks

81
Player Feedback and Suggestions / NEW MAGE IDEA: Blood Mage
« on: October 01, 2015, 10:25:39 PM »
So I posted this in the Mage section of the forums but then thought about putting it in here with the updates, since this is the suggestions area.

I would really love to see a blood mage in this game.

Trained in dark and level 2 water
DARK MAGE

higher life than most mages but 8 or 9 channeling.

blood weaver: can use health equal to creatures level  in place of mana to help cast blood creatures.  Can use 1 health in place of 1 mana on all other creatures to assist casting

blood bond: can transfer 2 health from 1-2 blood creatures 0-1 zones away to mage. or 1 health from 1-2 creatures of any other type. can be used once per turn.

Also needs to have an effect that works off of bleeding  - (ex. for one mana, if any enemy creature is wounded and is 0-1 zones from mage, the mage can automatically cause that creature to have bleed. can be used on 1 enemy creature per round)

Equipment:
*Blood dagger - gives mage vampirism or something close to it.
*ritual staff - lets mage use 1 extra health instead of mana to cast creatures

Incantation:
- Blood control - similar to mind control for forcemaster
 - Boil Blood - attack plus can cause burn or bleed

Creatures:
*Blood Golem
*cultist - idk

most blood creatures should have vampirism, be undead and have psychic immunity

I know finite life kills this mage but it just seems like somehting he would have to work against. Or make the blood bond effect work like tree bond so that finite life does not affect the mage.

It would be a very interesting mage to play and I think very fun and exciting. Not to mention with the Siren release we will most likely have more water spells to use with this mage as well.

These are just some ideas I have in my head and want to put them out there and would love to see in the arena one day!
I think something along this concept would be amazing.  What do you guys think?
Thanks

82
Mages / Blood Mage
« on: October 01, 2015, 06:06:40 PM »
I would really love to see a blood mage in this game.

Trained in dark and arcane or dark and level 2 arcane
DARK MAGE

higher life than most mages but 8 or 9 channeling.

blood weaver: can use health equal to creatures level  in place of mana to help cast blood creatures.  Can use 1 health in place of 1 mana on all other creatures to assist casting

blood bond: can transfer 2 health from 1-2 blood creatures 0-1 zones away to mage. or 1 health from any other creature. can be used once per turn.

Also needs to have an effect that works off of bleeding

Equipment:
*Blood dagger - gives mage vampirism or something close to it. or also lets mage use 1 extra health instead of mana to cast creatures.

*ritual staff - idk

Incantation:
- Blood control - similar to mind control for forcemaster
 - Boil Blood - cause creatures blood to boil and deal damage, can cause burn or bleed

Creatures:
*Blood Golem
*cultist - idk

I know finite life kills this mage but it just seems like somehting he would have to work against.

These are just some ideas I have in my head and want to put them out there and would love to see in the arena one day!
I think something along this concept would be amazing.  What do you guys think? I would love input also.
Thanks

83
Spells / mana flower/crystal worth it?
« on: September 30, 2015, 07:40:19 PM »
I have two spell books at the moment. A beast master that focuses on level 1 creatures to push 2 per turn to build a rush then enchant them. My wizard focuses on enchantments and attacks with few creatures.
My questions is are mana crystals and flowers worth the mana cost to only channel one mana per turn? It takes 5 turns for flower to pay off its cost.  Am I better off not running it and using that mana for spells? Same as crystal.

Thanks for the input

84
League / Tournament Play / South Carolina Players
« on: February 23, 2015, 08:39:44 PM »
Any casual players in the Lexington & Columbia, South Carolina area?

I just got the core set, built 2 books and I'm looking for other people to play with and get involved with before I invest in expansions like druid vs necro and such.

85
Rules Discussion / Forcepush and NOVICE SPELLS
« on: February 19, 2015, 02:18:51 PM »
I have two questions.  I just got mage wars and I have been reading through the rule book.  I read that if an attack is cast but the target moves then the attack is voided and discarded.  If a fireball was cast at one of my creatures could I force push that creature to the side to keep it from dying?  I doubt I would ever do this but if I needed to, could I?

Also, I read that all mages can purchase any novice spell for just 1 point.  Does this mean that a beast master can learn any level 1 spell for one point or do I still have to pay double because the spell is not of the nature school.  Also, it says that fire cost triple when building the spell book.  Would an dark novice spell cost me one point while a fire novice spell cost me three points?

Thank you

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