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Messages - shapeshifter

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31
Spells / Re: The Forcemaster's Forcefield
« on: March 15, 2013, 06:32:58 AM »
I too since finding it blocks unavoidable attacks am finding difficulties getting through this card.
The forcemaster can sweep attack or charm a horde very easily.

Maybe im missing something but some help outside "dispel it" would be very welcome.

32
Strategy and Tactics / Re: Warlord
« on: March 11, 2013, 08:27:20 AM »
The expansion only entered The UK last week so a bit late on the playing but have been spellbook planning some cool ideas. Some ive tried, others not yet.

The triple cost of arcane magic is a big nuisance: His access to channel increase, Dispel and Nullify is limited, but feel he has the best ranged support and armour cards available. he can build a powerful fortress to shoot from.
One aggressive opening is to rush into centre with double move first turn, droping either a War-Machine or the watchtower outpost in warlord's zone during final quick cast step (depending on opponent's opening and mage). If i chose the watchtower, I can summon and rouse the beasts a powerful Turn2 shot from the deadshot sniper for 5+ dice. Then fortress up the location with Wall of Pikes, Quicksand, Mangler Caltrops, Fortified Position and add more shots with Goblin Slingers and Ivarium Longbow.

5 Cards i recommend for the Warlord becides the obvious (outposts + boulders):
Ivarium Longbow - Take distance and shoot, make them come to you through traps
Goblin Builder - saves a mage action to build fortress cards allows more bow shots
Fortified Position - Armour +2 to all friendly in the zone, scary Amoured Grunt horde
Regrowth Belt - Blocks and Nullify are hard to fit, but regenerate plus lots of armour is easier
Charge (on Helm of Command) - adds distance to a Thorg Strike and removes Slow on Iron Golem

I have had some mana problems with the warlord, but sometimes found that going the horde path mid-game can build up mana for me into the late-game. 2 grunts (one from barracks one from mage) does not exceed my channeling, so can build up mana while creating problems for my opponent.

33
General Discussion / Re: Who has received their expansion? Thoughts?
« on: February 25, 2013, 06:10:34 AM »
Sadly, being in England. I am not expecting the expansion for at least another week :(
Im very eager to have it my hands and play it before mid march. we'll see

34
thanks for the video. it good to pass the time while im still waiting for the expansion
Also video is a good medium for strategy discussion quite often so hope maybe see more

35
Strategy and Tactics / Re: Temple of Asyra Opening
« on: February 18, 2013, 02:30:10 PM »
I love the temples and clerics. Clerics act like Mana crystals that can heal angels.
And i love the laser shooting temple. If only i had a playset of those  :(

36
Spells / Re: Forcemaster vs Warlord ****SPOILERS****
« on: February 18, 2013, 01:59:10 PM »
Quote from: "Sausageman" post=7639
Quote from: "shapeshifter" post=7635
Ive already preordered...i live in England, and not certain when it will arrive here.

Where did you pre-order it from - straight from Arcane Wonders?  Cos I can't find any retailers accepting pre-orders...


I meant i have a reserved copy for me at my local gaming store when it arrives.
Not sure when that will be, so more hype is greatly appreciated to tick the time  :P

37
Mages / Re: Mages that you would like to see in the game
« on: February 18, 2013, 05:30:28 AM »
I echo the desire for an elementalist: speeding through the air, freezing targets, striking structures with lightning and fire, all while building a maze of elemental walls.

I would also like to see an enchantress with mind and nature training, who can charm, daze and stun enemies with compelling beauty and luring illusionary traps.

38
Strategy and Tactics / Re: Aggro, Combo, Control & Hybrid Archtypes
« on: February 18, 2013, 05:14:01 AM »
i would also agree that the game eliminates alot of definition of the term combo deck.
normally Combo decks are a combination of 2 or 3 cards that when put together instantly win you the game such as granting infinite damage/extra turns/mill. In whatever case, in mage wars you have the limitation of multiple instances of identical effects plus the spell book search for the answer to said combo.

i would instead suggest there that the deck archetypes are more "war game" like:

1) Assasination as Aggro: Your spell book is designed to take out one target and that is the opposing mage. As examples, An animal horde rush from the beastmaster, and a geared up warlock with fireballs.

2) Denial as Control: Your spell book is designed to stop opposing strategies. As examples, A metamagic mana draining wizard, and a healing priestess with despel or disolve on a wand.

3) Attrition as Combo: Your spell book is designed to trade well with my opponents spells in my favour. For example my enchanted angel kills your demon, my block was cheaper than your Lightning bolt, or i teleport you into my hydra killbox.

39
Spells / Re: Forcemaster vs Warlord ****SPOILERS****
« on: February 18, 2013, 04:20:11 AM »
Ive already preordered and am pumped for this expansion.
excited for the new mages and the upgrades to existing mages

Until then, please dont stop the previews.
i live in England, and not certain when it will arrive here.

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