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Messages - Lord0fWinter

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571
General Discussion / Re: DvN Review
« on: November 26, 2013, 02:41:17 PM »
Vlad- I can see how people might like that. I guess it's just a matter of personal taste. I do admit that I don't dislike it as much as I did when first seeing it. It's grown on me a bit :P

Thank you for the correction lettucemode :) Thanks for the support

572
General Discussion / DvN Review
« on: November 24, 2013, 02:50:06 PM »
This is a review I posted on the amazon.com listing of the DvN expansion. Please tell me what you think, how it could be improved, etc.


The Review

First of all, this is an expansion to the game Mage Wars, not a standalone product. If you are interested in this game but do not have any of it yet, you must buy the "starter set" first.

Now onto the Druid vs Necromancer (DvN) expansion. I believe this is my favorite expansion yet to this game. Both mages are fantastically themed and the cards that come with them are great.

WHAT COMES IN THE BOX
1) Upon first opening the box, you will see a new codex book explaining the two new mages, their basic spellbooks, and all of the new rules and traits that are introduced in this set. It is designed well and the artwork, as usual, is beautiful. There are quite a few new rules and traits which all are themed brilliantly. For example, many of the Necromancer's creatures are zombies. Zombies have a trait called "resilient" where they ignore all damage that isn't a critical hit. This is awesome because when you think of zombies in general, you usually think about how they are hard to kill (having to bash their head in, etc). Many of the Druid's plants are "rooted" which means they cannot take move actions, but some of them have an "uproot X" trait where you pay X mana and they lose the rooted trait for that turn. There are many more traits and abilities that are all thematically perfect and make logical sense.

2) The next thing you will see is a thing of condition markers and other markers as well. There are new conditions such as tainted, corrode, zombie, growth, etc.

3) Next you will see the spellbooks. This is my only problem with this set. The Druid's spellbook is fine, it's themed like a tree with things such as flowers growing on it. The Necromancer's spellbook however, I do not like. It's basically a stretched out face. Really ugly and dark looking, which I suppose was the point. But if there are younger kids who play this game, this could possibly give them nightmares. I wouldn't show it to my children if I had any. Secondly, it's the exact same art as one of the Necro's cards, Libro Mortuos. It's the EXACT same. Come on guys.

4) Finally, onto the cards. There are 216 of them! That's alot! Most of them are new also, which is awesome. There are many duplicates of cards, so you will be able to add most of these to other Mages without having to take apart your existing DvN spellbooks. It always bothered me when I would have like 1 or 2 copies of a card and I would have to choose which deck to put it in. But no more, there are multiple copies of almost every card, which is great.

THE MAGES
Druid
-The artwork on the Druid card is fantastic. Most people are saying that she looks like a "Poison Ivy" cosplay character, and that definitely holds merit.
-120 spellbooks points, 30 life, 0 armor and 9 channeling.
-She is trained in the nature school and level 1 of the water school, which makes it very easy to place dissolve spells in her deck, which is always nice to have. Fire and War spells cost triple. She is the standard nature mage, against fighting and combat, but will defend her forests when forced to.
-Her first ability is called "Spreading vines". It allows her to place one vine marker in her zone, or adjacent to a zone that already has a vine marker. By doing this, she will be spreading vines across the board very quickly. The benefit of this is that when the Druid casts a "Vine" spell, she may target a zone containing one of her vine markers, regardless of how far away it is. The vine marker is then destroyed. This can allow her to be halfway across the board but still be casting spells in your face.
-Her other ability is called "Treebond". The Druid has access to 4 different tree conjurations, all of which are very different from one another. When one of those trees comes into play, the Druid may choose to bond with it by placing the Treebond marker on top of it. The Druid then gains "Innate life +4" and "Channel +1". The tree gains "Innate life +4, Armor +1, and Lifebond +2". Lifebond +2 means that when the tree or the Druid are damaged, up to 2 of that damage can be transferred to the other bonded object. Example, if the tree took 4 damage, 2 of that could be placed on the Druid instead, meaning they both took 2 damage instead of the tree taking all 4. If the tree that has the Treebond marker on it is destroyed, the marker is permanently destroyed.
-As mentioned previously, most of the Druid's cards are of the Nature school. Many of them are vines, which lets you fully utilize her vine placement ability. She has many plants, trees and flower conjurations, but also has some very cool creatures. She has a creature called "Kralathor, The Devourer", who has a +2 vs undead and the devour ability, which permanently removes creatures he destroys from the game. Also, when he devours a creature, he places a growth token on himself, which gives him "Innate life +3" and "Melee +1". Needless to say, after he eats a few creatures, he can get pretty unstoppable. She also has a giant tree called "Togorah" (think of an "Ent" from Lord of the Rings), she has creatues that looks like giant Venus Fly Traps, etc etc. Her main weakness if that almost all of her creatures and conjurations have a +2 to fire, which means a Warlock or a Fire Wizard will have a huge advantage over her. However, to make up for that, she has cards like "Renewing Rain" which targets the entire arena and removes all Burn markers. Then, all of her creatures and conjurations can heal 2 damage.

Necromancer
-I really like the artwork on the Necro, personally. It's dark enough that you know he's evil but it doesn't go over the top, in my opinion.
-120 spellbook point, 32 life, 0 armor, and 10 channeling.
-The Necro is trained in the Dark school, of course. And unsurprisingly, Holy spells cost triple. He is all about summoning low-cost zombies and skeletons to swarm the opponent.
-His first ability is called "Plague Master". This ability gives him poison immunity, and more importantly, allows him to place 1 direct damage on objects with a poison condition marker on it during the upkeep phase, by paying 1 mana for each object. This is a great ability. Many of his cards deal some type of poison condition marker, and this ability allows him to very easily damage creatures during the upkeep phase. This ability, combined with some of his end-game cards, make for great combos.
-His other ability is "Eternal Servant". This allows him to make an undead creature his Eternal Servant for free, which gives that creature "Piercing +1". Once that creature is destroyed, the Necromancer can pay it's casting cost to "Reanimate" it, which means that it comes back into play. This essentially could allow for a creature that never dies, as long as the Necro has enough mana to keep bringing it back.
-The Necro's main focus, I believe, is to summon many, many creatures and simply swarm the opponent. Many of his creates are low cost, and he has 2 additional spawnpoints he can play which will help him get them out very quickly. Most of his creatures are not very powerful, but they can be hard to kill. All of the zombie creatures have the "resilient" trait, which was talked about before. However, they are all either slow or lumbering, which means they do not move around the board very quickly at all. The skeletons, on the other hand, aren't as hard to kill, but are not slow either. The Necromancer also has quite a few cards that allow him to bring back creatures from the dead to fight for him. However, they come back as zombies (if they weren't one already) and usually have some amount of damage placed on them as they come back to the board. The Necro's main weakness is going to be the Priest/Priestess, or any other mage that has holy spells. Many holy spells have +2 to undead, which will make killing his zombies and skeletons much easier. He also does not have any flying creatures. So the Angels will run all over him, especially Samandriel with her +1 vs Dark objects. To counteract this, the Necromancer has the "Cloak of Shadows", an equipment card that gives him "Light -2". So, all light-based attacks will roll 2 less die against him. It also gives him the "Obscured" trait, which means that he cannot be targeted from more than one zone away. This means you will have to get up close and personal to attack the Necromancer.

I am very impressed with both of these Mages overall. I highly enjoy everything about both of them. They have a very different feel from the rest of the Mages that are currently available.

Overall I would highly recommend getting this set if you are a fan of Mage Wars, and if you have not ever played the game, I do recommend that you try playing it! It is my favorite game ever because of it's diversity and strategic gameplay.

10/10. It's an amazing expansion.

573
Spellbook Design and Construction / Re: Forcemaster first build
« on: November 23, 2013, 02:50:30 PM »
Quick update, messed with the deck a bit and came up with this. Have yet to try it out though.

Equipment
2 Dancing Scimitars (4)
2 Defense Rings (4)
Elemental Cloak (2)
Force Ring (1)
Galvitar (3)
Gauntlets of Strength (2)
2 Psi Orb (4)
Regrowth Belt (2)
Storm Drake Hide (2)
Points=24

Conjurations
Wall of Pikes (2)
Bim Shalla (2)
Battle Forge (4)
Mordoks Obelisk (4)
Points=12

Enchantments
Bear Strength (2)
3 Block (3)
2 Charm (4)
Cheetah Speed (2)
Circle of Lightning (4)
Decoy (1)
Force Crush (3)
2 Forcefield (8
Force Sword (1)
Mind Control (6)
Mongoose Agility (2)
2 Nullify (4)
Reverse Attack (2)
Points=34

Incantations
Battle Fury (2)
2 Force Bash (4)
2 Force Wave (2)
2 Dispell (4)
2 Dissolve (4)
Mass sleep (4)
2 Seeking dispel (4)
2 Teleport (8
Points=32

Attacks
3 Force Hammer (6)
2 Invisible Fist (2)
Points=8

Total=120

If I have made any mistakes counting points or have done something illegal in constructing this book, please let me know.

574
Strategy and Tactics / Re: How to effectively use the Force Master?
« on: November 20, 2013, 03:53:59 PM »
Here are links to a few FM books, along with strategies and conversations about how to use the books and make them better.

http://forum.arcanewonders.com/index.php?topic=13104.15

http://forum.arcanewonders.com/index.php?topic=13123.0

575
General Discussion / Re: DvN SPOILER: Ravenous Ghoul
« on: October 18, 2013, 06:58:22 AM »
Seems to me that this one can become ridiculously powerful when used correctly.

576
Spellbook Design and Construction / Re: Forcemaster first build
« on: October 06, 2013, 09:38:38 AM »
Wow, DeckBuilder, thank you for both of your replies and all the effort you have put into helping me out. I really appreciate it.

I think the appeal of the FM to me is the fact that she is so hard to learn and master. And the fact that like you said, she is probably the mage who wins in the most stylish way.

I will try both of your builds, starting with the first one, and see if I have similar results as you did. I'll let you know what happens!

577
Spellbook Design and Construction / Re: Forcemaster first build
« on: October 05, 2013, 02:53:01 PM »
Oh, I should have mentioned this in my OP; I only have the core set and the F vs W expansion. I don't have CoK or any of the spell tomes, so I don't have access to those cards.

578
Spellbook Design and Construction / Re: Forcemaster first build
« on: October 05, 2013, 10:34:14 AM »
Thank you all for the replies. Zot- I agree with you about 3 rings probably being too much. I knew their effects didn't stack but I figured that they would be the target of any dissolves the opponent threw my way, so I wanted a backup. You are right however, 3 is too many.

Cnoedel- I think what zot is saying is that in order to be able to cast whatever spell I have bound to the Throughtspores every single turn, it would probably be smart to up my channeling a little bit. Especially if it is something like force hammer.

I think what I am going to do is take out one ring and one psi orb, as suggested, and throw in some channeling stuff. Thank you all for your help, any more is still appreciated!

579
Spellbook Design and Construction / Re: Forcemaster first build
« on: October 04, 2013, 06:15:39 PM »
That's true. Seeking dispel is very cheap considering what it does. Decoy could be an interesting option to add as well, but I'm not completely sure what to take out.

580
Spellbook Design and Construction / Forcemaster first build
« on: October 04, 2013, 01:00:39 PM »
Hello all, my name is Lord0fWinter. I am pretty new here, I just got this game but I wanted to say that I really love it and want to thank everybody who worked on it for making a fabulous game.

I also just got the Forcemaster vs Warlord expansion. I created my own deck for the forcemaster and wanted to get advice from the forum members on what to keep/change, and what types of strategy to use with her. She is the mage I am having the hardest time learning how to play as. I have not actually been able to test this, but without further ado, here is the build I made for her:

Equipment
2 Dancing Scimitars (4)
3 Defense Rings (6)
Elemental Cloak (2)
Force Ring (1)
Galvitar (3)
Leather Gloves (1)
2 Psi Orb (4)
Storm Drake Hide (2)
Points=23

Conjurations
Wall of Pikes (2)
Bim Shalla (2)
Battle Forge (4)
Mordoks Obelisk (4)
Suppression Orb (2)
Points=14

Creatures
Stalker (5)
3 Thoughtspore (6)
Points=11

Enchantments
Bear Strength (2)
3 Block (3)
2 Charm (4)
Cheetah Speed (2)
Circle of Fire (4)
2 Force Crush (6)
2 Forcefield (8
Force Sword (1)
Mind Control (6)
2 Nullify (4)
Points=42

Incantations
2 Force Bash (4)
2 Force Wave (2)
2 Dispell (4)
2 Dissolve (4)
2 Teleport (8
Points=22

Attacks
3 Force Hammer (6)
4 Invisible Fist (4)
Points=10

Total=120

Like I said, I have not play tested this yet, but I'm thinking that the basic strategy this:

Round 1 (20 mana)
Quickcast: cheetah speed on self and reveal (15 mana)
Full: Move twice and cast Battleforge (7 mana)

Round 2 (17 mana)
Deployment: Cast force ring on self (15 mana)
Quickcast: Hand of Bim Shalla (10 mana)
Full: Move twice and quickcast Dancing Scimitar (6 mana)

Everything after that depends on what the opposing mage does. Of course, the two rounds listed above could change as well. It might be better to bring out a Thoughtspore or cast Suppression Orb or something.

But anyway, this is my first build, kinda just threw this together over the past few hours. Please let me know what you think, what possible weaknesses could be, and what I could do to improve it!

Thanks!

581
League / Tournament Play / Atlanta/Savannah GA Players
« on: September 28, 2013, 06:43:33 PM »
Hello all, I am a relatively new player, but I was wondering if there were any players in the Atlanta or Savannah area. I currently go to college in Statesboro, GA, but I live in Atlanta and head back there often.

So if there are any players interested in meeting up in either location, or any tournaments in the surrounding areas, please let me know! I would love to participate. This game is fantastic and I love it.

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