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Messages - cbalian

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31
Rules Discussion / Re: ERRATA - Temple of Light
« on: July 19, 2013, 08:58:30 PM »
Links to higher-res versions of the three errata'd cards:

http://magewars.com/jsite/images/Temple%20of%20Light%20-%20UPDATED%20660%20px.jpg
http://magewars.com/jsite/images/Hand%20of%20BimShalla%20-%20UPDATED%20660%20px.jpg
http://magewars.com/jsite/images/Battle%20Fury%20-%20UPDATED%20660%20px.jpg

Thanks haslo!  I might try to figure a way to print those out on card stock or something.  My memory isn't what it used to be so unless I can purchase these new cards somewhere I want to do something with my existing ones to denote the change so I don't have to refer to a list of changes to remember.  I see they will be available in the mean time I will use your images on cardstock.

Is there any licensing or copyright law infringements if we use the images to create our own replacement cards?

32
Rules Discussion / Re: ERRATA - Temple of Light
« on: July 19, 2013, 06:46:55 PM »
Can you purchase these new cards anywhere so we can replace our old cards?

Changing a card that is already in print seems like a bad idea.  What about the thousands of cards that are already printed?  Do they get replaced with new ones or do players just know and remember they changed it?

I never thought Temple of Light or Hands of Bim Shala were that overpowered to begin with.  I've played several temple builds and sure they are good but I've still never lost to one (there are so many ways around the temple of light even with hands out) so it was never a big deal.

I think it would make sense in the future to add NEW cards in new expansions that would add balance or counter these cards if the playtesters or powers that be find a card is out of balance.  Because that way it will make people want to buy those new expansions even more so they can beat existing cards that may be out of balance.  No need to change old cards, just make new ones to bring the game back in balance.

33
Strategy and Tactics / Re: Starving the opponent.
« on: July 19, 2013, 01:39:51 PM »
Very interesting Fentum!  I like the theme.  I keep wanting to run more walls and just haven't much, but going to be giving them a try in the next couple of rounds.

34
Rules Discussion / Re: Defense + Block
« on: July 19, 2013, 12:38:18 PM »
hmm interesting...Maybe I've been playing it wrong but my friend and I assumed that block was "mandatory reveal" enchant and superceded any other rules in play.  We were thinking if you get targeted you have to reveal it and follow the enchant rules, and card rules over rule standard in play rules.

35
Rules Discussion / Re: Some questions about few things
« on: July 19, 2013, 10:39:19 AM »
I don't consider removing a condition as healing anyways.  You are not 'healing' (ie removing damage taken) you are removing the condition.  So finite life trait wouldn't really impact (at least how I read it originally).

36
Strategy and Tactics / Re: Starving the opponent.
« on: July 19, 2013, 08:00:27 AM »
Red I totally 1000% agree on points 1 and 2 but I'm a little on the fence with point 3.

Doing points 1 and 2 well you won't need point 3.  Agree it is good to fall back on but I've found heals to be a waste of spell book points.

Healing vs Summoning

Worse comes to worse a creature dies you summon a new creature at full health ready to go vs casting a heal (which usually won't heal it to full) thus you really only bought it 1 turn and it might die anyways and then you are out the creature and you used up mana and a action to heal it and you have to summon a new one.  Granted summoning a new creature is more expensive then healing one but if you heal it and it dies then you spent mana healing and still spending the same mana summoning new.

There are exeptions to everything of course, some tactically critical creature you only have 1 of in your book or if it is enchanted/buffed up to save all those enchants or maybe a strong creature with good position to keep it there.

Active vs Passive healing

This isn't saying not to heal, just not to "actively" heal.  Since I hold each action at a premium of the mage in higher value than the action of 'most' of my creatures if I do run any healing I run some "passive" healing so my mage isn't doing the casting.  I run the fountain in several decks so a wounded creature can go back there to drink/heal or the regen tree, unicorn etc depending on mage/build.  Sorry for lack of card names I'm at work.

I have dropped every direct heal spell from every single mage book (except for the Preist) but even then there is little need.  I do however run regrowth enchant, regrowth equip, vamparism, and a heal fountain in every non Warlock deck.

Vamparism probably my favorite passive healing method.  I'd go as far to say it is more spell book point cost and mana cost efficient to put extra vamparisms in a book over a heal spell.  Heck I even pay a premium cost and do run one vamparism in my preist decks (not super efficient for preist but so fun watching them heal themselves each turn).

37
Strategy and Tactics / Re: Starving the opponent.
« on: July 18, 2013, 09:20:57 AM »
Cool.  I've never played on OCTGN I keep wanting to try to figure out how that works though.  I will give that a shot sometime.  Having a wider playing base would be awesome.  I guess I've been nervous to even try because I'm a pretty new mageling and feel that is playing witht he "big dogs" and I will get eaten.  Plus since I've never used the system I'm not sure if there is a learning curve and I don't want to be that "slow person" while figuring it out.

I definitely hear what you are saying about a "flexible book".  I try to never rely on any one or even two strategies, and put a few different "win conditions" and counter their win condition in so it can adapt to different builds vs different op mages.

I think the coolest thing about Mage Wars is there are SO MANY ways to win and so many ways to counter ways to win.  Like folks say those temple builds are so rough but they can be beat, I don't think they are OP I look at is as a challenge.  Same with anything I play myself... if this Charmyna person would eat my build for breakfast that would actually be cool because I'd learn something from that. 

Out of curiosity do you have a rough couple comment summary of what the counter method is for the mana denial + ranged strategy I listed.  Like I said so far it has been winning but it very well could be my opponent is allowing it to happen, but if I can adapt it to counter the counter for it (in case I come up against that) it would be cool.  I'm always tweaking my Wizzy spell book, he's probably my favorite mage, with Preist being a close 2nd.  I usually play an Air/Lightning based Wizard for reference.

38
Strategy and Tactics / Re: Starving the opponent.
« on: July 18, 2013, 07:10:29 AM »
I agree "control" comes in many forms, control position, mana, creatures etc.

So far I've never lost a game playing as the Wizard, regardless what the other opponent mage was.  My only issue with the Wizard is I kept running a predictable, mana denial then load up weak counters that it has been almost too easy.  If something weird happens and get in trouble whip out a Chain Lightning or something else to lock down several mobs etc.

Mana control (starving them):
When I am regenning 14 mana per turn and they are getting 6 mana AND having to pay mana upkeep costs to keep their creatures on the board what are they really going to do to you with such little mana to spend?  They can't mount much of an offense and if they go defense mode it is just a matter of time.  I can summon more creatures, cast more spells or just do more with double their mana (one of the most powerful features of the wizard is the starving/mana denial).  No that alone doesn't win the game but it sets you up SO well to have control.

Position control:
With teleporation, push, and other avenues you can control position.
You can also control if creatures move towards you with the basilisk.
Probably my favorite Wizard combo is Basilisk + Gorgon Archer.  If a creature walks within 2 squares of you or you teleport/push them in the Basilisk (or other methods) keep them in position while the Gorgon Archer shoots at them applying weak conditions.  IF they get lucky roles and keep moving (because they want to kill the Archer) by the time they get to you they are like weak kittens and you just finish them off.  If they want to play the ranged game vs the Wizard I say have at it and if they want to kill the Archer she regens every turn so they spend so much time/turns on that you can build up other ways to kill them (all while still regening double their mana).

39
Rules Discussion / Re: Restrained creatures with intercept
« on: July 17, 2013, 12:24:53 PM »
Seems like intercept should be a function of guarding, can you intercept without being "on guard" ie having a guard marker on?  Otherwise what would stop it from attacking and still intercepting/guarding?

The only real difference I see with intercept is it is guard (that works for melee OR ranged attack).  Blocking ranged is a HUGE benefit.  So it is a better form of guard.

40
Strategy and Tactics / Re: Equipment vs Equipment destruction balance
« on: July 15, 2013, 10:54:16 AM »
I think cards/abilities that would be interesting would be things that dealt X direct damage based on the number of equip items the person is wearing, or an equipment version of Steal Enchantment (snatching an opponents wand or stun hammers would be fun), something to give equipment upkeep costs, or things along that line.

You can cast Steal Equipment Incantation to steal people's equipment (similar to Steal Enchantment) so that card already exists Baron.  :)

41
Strategy and Tactics / Re: Equipment vs Equipment destruction balance
« on: July 15, 2013, 08:13:55 AM »
The only equip I usually worry too much about is wands, those I either dissolve, explode, or use steal equipment on.  Maybe armor in the right situation, but I try to power through that.

As was kind of mentioned it might be fun if there was a mechanic in the game to have armor take damage.  As it stands you can be bashed in a breastplate for 30 damage and it comes off without a scuff, you would think it would take some dents at least and eventually lose its effectiveness or get smashed, unless you pay upkeep to repair it.  I guess that all sounds a bit too complicated, but something like armor has 10 life and as you get hit the damage is deflected to the armor instead of you would be manageable without too many tokens, etc.  Treat a piece of armor like a construct/conjuration you wear essentially.

42
I've been wanting to find a reason to at least try weaving some walls into play.  So far haven't used them much at all.  Think I will give them a shot, even with a modified form of this seems like a fun "side" strategy, although I wouldn't rely on it for a win.

43
Rules Discussion / Re: Various Rules questions after playing
« on: July 09, 2013, 01:06:52 PM »
The reason you can't have 2 Dancing Scimitars is because they count as "equipment" and you can not have two of the SAME piece of equipment hence you can not have 2 Dancing Scimitars.  Similarly you can not have 2 of the SAME ring equipped.

Rulebook bottom right on Page 20:
"You may not have more than one equipment spell with the
same name attached to your Mage at any time."

44
Strategy and Tactics / Re: How can i fight the FM with my BM ?
« on: July 09, 2013, 07:51:43 AM »
On the last point of destroying it I wasn't saying I would necessarily bother was just point out various options if they really wanted to get rid of it.

45
Wands are pretty much KOS (Kill On Sight) in most of the games I've played.

So for 5 extra mana you can cast the spell (at least once that turn) but for the 5 extra mana it eats a dissolve, and I usually keep a Reverse Magic or Nullify on myself so it eats a dispell too.

Since both of us usually just kill the wand right away it just really eats spell book points.

There was ONE game I bound a Chain Lightning to a wand and chain casted Chain Lightning and tore into stuff and kept 4-5 things stun locked.  It was very mana intensive but kind of cool.  But again that only happened once.  Usually I cast it and it gets destroyed the next turn or maybe after 2 turns.

Although I guess I could try teleport or somehow else bind the other mage more than 2 spaces away.  But then I wouldn't be within 2 spaces either so depending what is bound it might not be that useful.

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