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Messages - ACG

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61
Spellbook Design and Construction / Re: Ichthellids and demons
« on: April 18, 2015, 06:37:00 AM »
I must definetly missing something. [mwcard=DNC05]Ichthellid[/mwcard] 1 mana for transfer and thats it. If you want another egg token, you need another ichthellid...

Each new Ichthellid comes with a new egg. Each cycle of this combo creates the egg that you need for the next cycle.

62
[mwcard=MW1E17]Force Orb[/mwcard] and [mwcard=MW1E18]Force Sword[/mwcard] state that they are "not affected by conditions". However, Restrained and Incapacitated (examples on the cards) are not really conditions in the same way that Daze is, which makes the scope a little confusing. I found nothing in the rules supplement, so hopefully somebody can clarify here: are these affected by cards that give +X to defense rolls?

For instance, would these be affected by [mwcard=FWQ02]Defense Ring[/mwcard]?

63
Spellbook Design and Construction / Re: Ichthellids and demons
« on: April 17, 2015, 03:33:28 PM »
Another idea could be raise dead on your sacrificed creatures to gain some crowd control. The new Imp is especially good with this since it can teleport and neutralize the zombie effect a bit.

If you do this, you can't buff the ghoul, since its ability obliterates the creatures it consumes.

64
Spellbook Design and Construction / Re: Ichthellids and demons
« on: April 17, 2015, 03:25:07 PM »
But then where do you get the mana for the Ghoul?

Ghoul is 13 mana. Pentagram + Harmonize is 18. Ichthellid is 9. You need 40 mana, 2 full actions, and 2 quick actions to cast all of these, before you can start summoning clerics. I can't see a way to do it, especially with the Warlock's lower channeling.

You would have the 40 mana by turn 4, it is true. But that means you can't really be summoning clerics until Turn 5.

Turn 1: 19 mana
Turn 2: 28 mana
Turn 3: 37 mana
Turn 4: 46 mana

The delay could be fatal, since this takes time to set up anyways.

Okay, the pentagram can cast the clerics with its own mana supply round 3-4. But you still can't start impregnating the clerics until round 5, since that is the earliest you can act with both undead creatures.

65
Spellbook Design and Construction / Re: Ichthellids and demons
« on: April 17, 2015, 03:19:05 PM »
But then where do you get the mana for the Ghoul?

Ghoul is 13 mana. Pentagram + Harmonize is 18. Ichthellid is 9. You need 40 mana, 2 full actions, and 2 quick actions to cast all of these, before you can start summoning clerics. I can't see a way to do it, especially with the Warlock's lower channeling.

You would have the 40 mana by turn 4, it is true. But that means you can't really be summoning clerics until Turn 5.

Turn 1: 19 mana
Turn 2: 28 mana
Turn 3: 37 mana
Turn 4: 46 mana

The delay could be fatal, since this takes time to set up anyways.

66
Spellbook Design and Construction / Re: Ichthellids and demons
« on: April 17, 2015, 02:46:15 PM »
Couldn't it be possible to use the clerics even more efficient  if you also let them pray by an altar (let's say altar of skulls) each turn before the combo?

That would require delaying the combo. The clerics can't pray on the same turn they are brought into play, but they can be impregnated, sacrificed, and eaten on that turn.

67
Rules Discussion / Re: Dispel Wand and Armor Ward
« on: April 17, 2015, 02:41:42 PM »
Armor Ward is a level 2 spell. Therefore it is not a legal target for Disenchant.

68
General Discussion / Re: Starting a Wiki
« on: April 16, 2015, 03:42:58 PM »
Okay, I successfully accessed information from the wiki from within Octgn. Which means we are good to go. Here is what we need from the wiki on the programming side:

1. We need a standardized format for the URLs of the wiki pages. For example, the URL for acid ball is:

http://magewarsboardgame.wikia.com/wiki/Acid_Ball

That is fine, but all pages that relate to spells will need the same URL format, and the name must appear exactly as it does on the card (no spelling errors). So:

http://magewarsboardgame.wikia.com/wiki/Veteran's_Belt
http://magewarsboardgame.wikia.com/wiki/Bitterwood_Fox
http://magewarsboardgame.wikia.com/wiki/Anvil_Throne_Crossbowman

I assume this is how you will want to handle this anyway, so no problem there. For pages dedicated to rules, it would be best if they were the codex entry names, for instance

http://magewarsboardgame.wikia.com/wiki/Melee_+X

(not sure whether + is a legal character for urls).

I'm not sure how to handle rules clarifications that don't correspond to a codex entry, though.

2. For rules entries, we need a standardized format for each section, and it needs to be consistent. For instance, Acid Ball has a "rules interactions" section; that's fine, but if that is the way that we format it, every card will need a section labelled "rules interactions", in exactly the same way. We are able to search for strings between other strings, so as long as we have a uniform format, it should be easy to access data for cards.

3. I was thinking that it might be nice to have a question-answer type format for the individual entries. For instance:

Q: Can my effect die roll be reduced below 1?
A: Yes. In this case, you will not inflict a corrode.

Then the questions can be posed as buttons, which produce the answer when the player clicks on them, so that the player has less information to read (doesn't matter so much for acid ball, but could be important with cards that have more complicated interactions).

We should settle on a format before you add too many cards, or open it up for the community to enter data. Consistency is important to ensure that all of the data can be accessed from in-game.

69
Spellbook Design and Construction / Re: Ichthellids and demons
« on: April 14, 2015, 08:57:06 PM »
@rodriguekhalil (Does tagging even work in the forums?) This tactic can work! I've actually made a deck that I want to showcase on Arcane Duels. Here's how my version works:

Turn 1: Ravenous Ghoul, mana crystal
Turn 2: Ichthilid, face down enchantment of choice
Turn 3: Acolyte of the bog queen, Sacrificial alter; Attack your Aco with the Ichthilid,Sacrifice the Aco, Eat the remains with the Ghoul. l
Turn 4 and Up: Lather, Rinse, Repeat

I've tried to use spawn points but they're too slow, So this method only works well if you stand still. I chose Aco because she's the cheapest creature that will always survive against the Ichthilid's attack. You get a creature that is more powerful than a level one but typically weaker than a level 2.  At the same time you get a ghoul that becomes very powerful. If your opponent goes aggressive at any point you drop the evolution trick and prepare for war.

During the mid-game use the ichthilid that still has an egg on it to attack a choice enemy creature and blast it with everything you have. This gives you some battlefield control and brings one more Icth. out to play. Then repeatedly kill off any of the spiders that are injured with your alter and return the ones from your graveyard with the eggs. An Ichthilid gives +2 melee and Piercing +2 when destroyed with the alter so it's pretty effective.

That's the overall idea. Although it's vulnerable to aggression it's actually very mana efficient. If the opponent comes close you'll have a ghoul turn one that can lay some pressure on them. This is the build so far.

Wow. That is really cool. Let me see if I can figure out the total creature costs (ignoring other spells):

Turn 1: Ghoul (13)
Turn 2: Ichthellid (9)
Turn 3: Acolyte (5) -> Ichthellid (0)
Turn 4: Acolyte (5) -> Ichthellid (0)
Turn 5: Acolyte (5) -> Ichthellid (0)

So by turn 6, you have 4 Ichthellids and a ghoul with a monstrous 7 dice quick attack (on a fast chassis!) for a total of 37 mana (out of a total of 70 channeled).

At this point, the Ghoul is stronger (overall) than a Grizzly, but we'll conservatively put his value at 17, since he is at least as strong.

That means each Ichthellid has cost you at most 5 mana and a full action, on average. Not bad at all.

If your opponent charges, I suppose the other Ichthellids can attack them using the sacrifical altar bonus.

If nothing else, this is a great way to spawn cheap Ichthellids while powering up a monstrous ghoul.

70
Spellbook Design and Construction / Re: Ichthellids and demons
« on: April 14, 2015, 06:28:53 PM »
One of the two games I played at BGGCon was agaist a Necro who used his Ichthellids as cheap guards for him, as all of his zombies had the pest trait. This redirected the attack to the spider and he got to counterstrike and place an egg, it was quite effective and bought him enough time to move all of his crawlers in for frenzy, which I saw coming and conceded the game.

I want to do this now.

71
Spellbook Design and Construction / Re: Ichthellids and demons
« on: April 14, 2015, 05:18:16 PM »
Unlike the vampirism-vs-friendlies tactic (which I generally feel is a bad idea except for extremely niche scenarios), I can see potential with this idea.

The main problem with Icthellids is that to get full use out of their ability, you have to kill enemy creatures, when you would rather be attacking the enemy mage.

With this strategy, you can prime your own creatures to get free Ichthellids if they die, which makes some sense.

Unfortunately, Ichthellids are weak, and the creature whose corpse gives birth to one is likely at least as powerful as the Ichthellid, if not more so. I would generally do this with Level 2 creatures to avoid accidentally killing the creature you are trying to Ichthellidize (which is now a word). Attacking your own creatures is still a bad idea, since you are weakening your offense.

Not sure if demons are the best bet here. What about goblins? Goblin Bombers could be an interesting use of this tactic.

This could be a way to get Icthellid in use, but I am not sure if even this will be enough. It is still somewhat inefficient, and you would need to respawn a lot of Ichthellids to make it worth your while.

Yes, and there is another problem with them. You goal is to beat the other mage, but the larvae only work with non-mage creatures. Not a good synergy.

Actually, you can totally impregnate the enemy mage. This is relevant because of the Necromancer's Plague Master ability; those undead larvae are easy to plant (no d12 needed), and cost 5 mana to remove!

72
General Discussion / Re: Starting a Wiki
« on: April 14, 2015, 12:45:27 PM »
Thank you for starting this. Once I have some time, I'll figure out how to link the OCTGN in-game features to the wiki, and let you know if there are any formatting requirements.

73
General Discussion / Re: Starting a Wiki
« on: April 14, 2015, 11:37:47 AM »
For our part (i.e. the OCTGN dev team), a properly formatted wiki would make it much easier to provide in-game rules clarifications. Currently, we have to enter every clarification into a txt file, which must be updated every time a change is made. What we want to do is allow players to access information from a wiki in game. Then we would no longer need to maintain the content side of such features; the community could take care of keeping the wiki current.

If a wiki is started, we can discuss the formatting. It would be best if Arcane Wonders were to host it.

74
Strategy and Tactics / Re: Vampirism vs friendly attacks
« on: April 14, 2015, 09:04:31 AM »
This tactic is too action intensive. Unless you are casting the creature with a spawnpoint (in which case you would still be wasting your spawnpoint's action), you will have to use one full action to cast it and a second to attack it. If you intend to play a mage that wants to stay out of combat, it would be better to just include a few heals/minor heals instead of vampirism/sacrificial creature. Vampirism is also an inefficient source of pure healing because it heals only half the damage inflicted. The advantage to Vampirism over healing spells is that it rewards you with healing for attacking enemy creatures, which you want to do anyway. If you take away that aspect, it is inferior to dedicated healing spells.

Suppose you have a bitterwood fox you want to drain, and a melee attack of 5 dice. At most, you will heal 3 points of damage. For the same price as the fox, and a quick (as opposed to full) action, you could play a [mwcard=MW1I17]Minor Heal[/mwcard] and heal an average of 5 damage.

Vampirism should be cast on a mage only if that mage intends to melee its targets. Attacking an enemy creature is almost always a better idea than attacking your own creature. There are very few situations where healing in this manner would be worth the waste of your mage's action alone.

75
Rules Discussion / Re: A thematic error, or at least it seems to me
« on: April 13, 2015, 01:39:39 PM »
Many things in Mage Wars do not make thematic sense. Some even go out of their way to rip common sense to shreds. My two favorite examples:

Hydro Immunity for plants. In the real world, plants are, if anything, more vulnerable to water than animals are. Being unable to move, they are prone to drowning, and powerful waves can easily knock them down. Probably this is put in because "plants drink water", but animals drink water too.

Lightning +X for Metal objects. This is absolutely the most egregious violation of common sense, in my mind, for two reasons. First, armor clad objects such as [mwcard=MW1C22]Knight of Westlock[/mwcard] would act as Faraday cages, with the current flowing on the surface, and hence should be lightning immune (or resistant, at the very least). Second, the mechanism by which electricity inflicts damage is through power dissipation, which is proportional to resistance. Reduce the resistance (i.e. increase the conductivity), and the damage inflicted on the object should be reduced. This is why we use conductive metals for our wires - they have high conductivity, so little power is dissipated, and hence they don't melt the second we flip the switch. Yet in MW, make an object out of metal (high conductivity) and it somehow becomes MORE vulnerable to electricity, not less. The absolute worst offender is [mwcard=MWSTX1CKW01]Wall of Steel[/mwcard]. In the real world, a metal wall would be fantastic for protecting against lightning damage; in the world of MW, the lightning somehow does more damage to it than it would to a normal wall. By what mechanism is the lightning inflicting this damage?

Anyway, I should stop ranting lightning+X; it is my go-to pet peeve about MW thematic inconsistencies. I guess the bottom line is, not everything in MW makes sense. Ultimately, in any board game you have to be prepared for some thematic inconsistencies, as not every interaction can be forseen. Mage wars has excellent theme overall, so I am prepared to forgive the occasional lapse (with the exception of the lightning issue).

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