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Messages - Beldin

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301
-Employ a rules lawyer to pick apart wordings on each of the cards, down to the comma placement on text/effects.
-rejig costings on some of the cards. gate to hell costs 24 mana, in total, to cast and use?
-either every mage gets 10 channelling or those with more powerful abilities get channelling 9.
-wizard pays triple cost for every element that is not his.
-unmoveable means no pushes and no teleports.
-a variant format where creatures play a bigger role, as part of the main rules.
-make teleport epic and arcane only
-Label arena as a starter set only, release core tome 1+2 as upgrade sets, which with a few of these a full core set can be achieved. Make this very clear in the rulebook, as part of the spell building section. "This set is a starter set and contains the spells to make the four starter books listed on p. xx. To get a full set for maximum set coverage you can buy core tome expansion 1+2, which give you additional copies of spells to create a fully customisable set."

302
General Discussion / Re: Barbarian vs. Sorcerer
« on: April 17, 2016, 06:25:12 PM »
My only worry with Barbarian is that they have really done this sort of character before with the warlords. This worry also carries over to Paladin. All extra War mages have the power to make the warlords, and especially the bloodwave warlord, superfluous.

Oh look I have this all the access to war, the war mage only cards, and I do not have to restrict myself to that ability set. This is compounded in the case of a dual school mage, such as Paladin. Eaxctly how much war and holy does it get? Minor only but thats enough to depower the warlords, and potentially the priest as well.

303
General Discussion / Re: Barbarian vs. Sorcerer
« on: April 15, 2016, 08:08:50 PM »
My problem here is not the mage shtick but its access to different schools. the paladin for example could quite easily nerf the bloodwave warlord, depower the AT warlord and the priest by having full access to both holy and war. Especially if it is deemed that the paladin requires 10 channeling.

304
Custom Cards / Illusionary Construct
« on: April 14, 2016, 02:14:05 PM »
Illusionary Construct
School Mind level 4
Type: Construct - Creature
Subtype: Illusion
Cost: 12
Armour: 0
Life: 9
Attack: 3 Dice
Non-living, Pyschic resistant, Ethereal
During the upkeep phase the controlling mage may pay 2 mana per ability, to gain any of the following, until the end of turn:
+2 Melee, Fast, Ellusive, Unavoidable, or may Heal 2 damage. 
Each ability may only be chosen once per turn and do not count as upkeep costs.

"An Iron Golem may serve to defend your body, but a creation of the mind will never rust." - Laddinfance, Primus of the White Spires.

305
.. but I'm getting tired of hearing about the Wizard as having an advantage and needing to be fixed.
Yup, and I'm tired of nothing being done to fix the Wizard.

I personally do not appreciate having my thread hijacked in this way.

306
I actually did not see another wizard at the event.

That's so not true Matt! You beat my Wizard... which was galling since it was a an anti-Wizard Wizard, but the dice did hate me!

So I did. The problem is Jon that you are my main opponent. I am sorry, but it blurred into the numerous games we have played against each other, including the one on the train upto the tournament. #Magesonatrain

307
I actually did not see another wizard at the event. However to answer the question. Let me answer it in two halves. Equipment then Wizard.

I did not feel disadvantaged as I can do +3 armour easily. This spikes to 7 with brace, add vet belt and voltaric shield and this will weather damage spikes really well. I take the first 3 points of crit on the sheild. The next 2 is converted to normal damage and I still have 5 normal damage I can soak. Unless the opposing mage is really lucky and hits all crit then I am good. These sorts of times are also why this book has a lot of points into holy.  That is without doing a chest piece or the cloak!

I do love me a forge, but its spell points. I do not feel the book needs it really as it slows down what can be a very damaging offensive. I can hit double hurl rock in a turn, triple with tower. Acid ball to corrode off the armour. The armour I have is also cheap and can be hard cast without any real problems.

In a wizard match it is a little harder because it then becomes a game of working out the goal of the opponent. I have enough to avoid a pit deck. Purify/dispel deals with a blasting banker. Buddy I have enough acid balls to rip off armour and then enough rocks to kill it. My gremlins rip mana crystals apart nicely and I have enough to deal with a turtling bubble mage. Mana denial is a pain and its part of the reason I have the ethereal spike damage to rip down a mana syphon. 

308
This is the book that I played at the second London Tournament at Darksphere, where I came in 2nd place.

[spellbook]
[spellbookheader]
[spellbookname]Deadly Hydro Mage Offensive[/spellbookname]
[mage]A Wizard (Water) Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=MWSTX1CKA01]2 x Surging Wave[/mwcard]
[mwcard=DNA01]4 x Acid Ball[/mwcard]
[mwcard=MW1A06]2 x Flameblast[/mwcard]
[mwcard=MWSTX2FFA02]6 x Hurl Rock[/mwcard]
[mwcard=FWA04]1 x Hurl Boulder[/mwcard]
[mwcard=MW1A04]1 x Fireball[/mwcard]
[mwcard=FWA05]1 x Invisible Fist[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MW1J07]1 x Gate to Voltari[/mwcard]
[mwcard=MW1J12]3 x Mana Crystal[/mwcard]
[mwcard=MWSTX1CKJ02]2 x Wizard's Tower[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=MWSTX1CKC08]2 x Gargoyle Sentry[/mwcard]
[mwcard=MW1C05]4 x Blue Gremlin[/mwcard]
[mwcard=MW1C18]1 x Gorgon Archer[/mwcard]
[mwcard=MW1C21]1 x Huginn, Raven Familiar[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MW1E20]1 x Harmonize[/mwcard]
[mwcard=MW1E15]2 x Essence Drain[/mwcard]
[mwcard=MW1E29]2 x Nullify[/mwcard]
[mwcard=MWSTX2FFE04]2 x Brace Yourself[/mwcard]
[mwcard=MW1E36]1 x Rhino Hide[/mwcard]
[mwcard=MW1E32]1 x Regrowth[/mwcard]
[mwcard=MW1E21]1 x Hawkeye[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MW1Q15]1 x Leather Boots[/mwcard]
[mwcard=MW1Q07]1 x Elemental Cloak[/mwcard]
[mwcard=MW1Q06]2 x Dragonscale Hauberk[/mwcard]
[mwcard=MWA01Q09]1 x Wispwillow Amulet[/mwcard]
[mwcard=MW1Q16]1 x Leather Gloves[/mwcard]
[mwcard=DNQ07]1 x Veteran's Belt[/mwcard]
[mwcard=MWA01Q04]1 x Leather Chausses[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MW1I28]2 x Teleport[/mwcard]
[mwcard=MW1I07]4 x Dissolve[/mwcard]
[mwcard=MW1I06]4 x Dispel[/mwcard]
[mwcard=MWSTX2FFI03]2 x Disarm[/mwcard]
[mwcard=MWSTX2FFI05]2 x Ignite[/mwcard]
[mwcard=FWI14]2 x Heal[/mwcard]
[mwcard=MW1I17]1 x Minor Heal[/mwcard]
[mwcard=MW1I20]1 x Purify[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

Cards sitting at the 120-130 point range:

Eagle Wings (for the Gorgon), Purify, Hurl Boulder, Hurl Meteorite, Mage Wand, Hand of Bim-Shalla, Hawkeye

Opening:

Turn 1
QC: Gate (B1)
Move: None
FC: Mana Crystal (A2)

Turn 2
QC: Mana Crystal (A1) 
Move: A1 > B1
FC: Mana Crystal (C1)/Harmonise for Gate

From here the idea is get out all 4 Gremlins and then switch into hurl rock mode, optimised with Hawkeye. The rest of the book is a toolbox of spells to answer specific problems.

Now for an in-depth look behind a lot of the spells in the book.

Attacks

I have built a toolbox of spells to sit on my wizard's tower. I also hard cast these spells through hawkeye.

Surging Wave - I use this mainly for equipment rush decks, and warlords, that rely Battle Forge. Battle forge has Hydro +3 so I use this against my opponent and hit his forge with 12 dice in a single turn. I also use this as a slam generation part of my wizard tower toolbox to deal with guards.

Flameblast - Defenses are a problem for this deck as it effectively switches off the "hit it with a rock, if it doesn't work; use a bigger rock" mentality of this book. Remove the guarding creature with a defence with these if I can

Hurl Rock/Fireball/Hurl Boulder - Main Offensive spells.

Invisible Fist - Etheral spike Damage for when arcane zap on its own isn't enough.

Creatures

Gargoyle Sentry - Anti nuke books, also to guard the gate if I feel I can turtle due to the opponent coming to me more than me having to go to him. Intercept is golden.

Blue Gremlin - The Gremlins work in tandem with hurl rocks to be the main damage grind in this book. I also love to guard with these to play mind games with opponents who are not paying attention.

Gorgon Archer - Anti swarm device. This creature can drop a Falcon/Activation. Also can be used as a swarm distraction device, as while the opponent goes for the Gorgon I can ignore his swarm.

Hugin - I have thought about dropping his guy. He can be useful, but I am now leaning towards a mage wand or two, after realising the late game potential for a mage wand, especially if the match goes to time.

Other spells/tricks

Ignite and dispel/dissolve - Ignite is one of my favourite cards and of all of the nullify hunting cards out there, I feel it is the best one. Decoy is a great card, do not get me wrong, but what happens when its resolved? I get two mana back, yay? Zero Cost Purify? Meh. Id rather use it as a purge magic (see its section). Whereas with ignite if the spell completes I get a burn token on the opposing mage. If not then I pop a nullify and still get to remove the offending card I need gone.

Purify - This is another of those really interesting cards that I love. It removes a stack of rot tokens. One of the hardest to remove condition markers in the game, outside priest. Also I love to use this as a mini purge magic to remove a DOT clock with a single activation. Magebane, ghoul rot, plagued, etc are all poison so all can be targetted.

Wispwillow Amulet - For later game to counter the removal of a mana crystal.

309
Events / Re: ADMW Open - OCTGN Tournament!
« on: April 09, 2016, 05:58:52 PM »
I wish I could see that.
Situation in group C is getting really interesting. Tyrnan is going to decide who's going to advance from group.
:o Makes me a bit nervous to have that much responsibility  :-\

Good luck my friend. Remember a duel is lost before meeting the opponent, if it first lost within our own mind. It is better to steal yourself for battle and focus on winning for yourself; ignore the bigger picture.

310
General Discussion / Re: New Expansion ? Is original MW dead?!
« on: April 08, 2016, 06:19:05 PM »
And if you're trying to tell me that when building a deck you needn't worry about cards that aren't in your deck, you've got to be kidding.

Well yes to a degree. Metagame wins out here, I never worry about all of the cards in the current set just the good ones. Out of the entire set there is a toolbox of cards that every mage will use or atleast consider. For example a Gate of Voltari has more play than a Gate to Hell. I will always take in school mana source over out of school ones, same with chest armour. This is a game of building an efficient engine after all that also has a toolbox to deal with the greatest threats.

311
General Discussion / Re: New Expansion ? Is original MW dead?!
« on: April 06, 2016, 03:20:43 PM »

Simply churning out mage after mage without changing anything about the basic (Arena) rules would have done nothing to grow the player base. Very high, and continously increasing complexity due to a fast growing glossary and game length prevent the game from becoming more popular.

I have to disagree with you here. This is not the first "persona" based card game to hit the market. Both Highlander TCG and Raw Deal CCG came before Mage Wars and both used a  a face card and/or abilities card.

These games churned out multiple expansions with multiple persona's coming out in each expansion. This drastically changed the meta game from expansion to expansion with the power balance shifting to different decks. This didnt lead to a more complex game as the person who builds that particular deck/book will only focus on that character and the allowed cards in that book. The game length was the same because the characters were balanced in the existing games and thus the game stayed the same length. As for player base the national squared circle tournaments filled a good sized hall. There were regular tournaments over various venues across and people did not stop playing just because a new expansion came out nor did it discourage them to invite their friends. If anything the addition of types of new play style and mechanics peeked the curiosity of players who would not of tried the game before.

312
Spellbook Design and Construction / Re: Ziggy Necro (wip)
« on: April 06, 2016, 03:07:20 PM »
Can I suggest the wispwillow amulet instead of the moonglow? It will not slow you down as much. And maybe a second one for when the first one dies out.


Casting 2 Wispwillow amulets uses 2 actions and 6 mana, lasting only 12 turns. A Moonglow amulet uses 1 action, 6 mana and lasts infinite turns. Not saying it is a wrong move for some books, just it is action inefficient.

313
Spellbook Design and Construction / Re: Telepit Earth Wizard
« on: April 06, 2016, 02:57:06 PM »
Summoning circle imo is just another 2 zone teleport spell, cast just before the creature to get it closer to the action. It is the same mana and range. It could help get slow creatures where you want them to be but tbh I am not sure it i the way to go.

Personally I have toyed with a watergate jelly pit and even though it is an elegant design, rips armour off while inflicting damage; the main problem with it is if an opponent sees a zone specific book, they will do their best to avoid that. Then unless you can outwit them you will have sunk a lot of spb/mana/actions into a play that sits there while the opponent evolves their book mostly unhindered.

314
Mage Wars Academy / Re: Common Misconceptions about Mage Wars Academy
« on: February 15, 2016, 05:16:42 PM »
1. Arena has a lot more board game mechanics that Academy does not, in fact Academy only has 2 of the listed mechanics listed for Arena. This does indeed make it arena lite. Your argument against this is flawed. Academy lacks grid movement thus the skills of arena do not hold true in the lighter game. Also honestly are you telling me that the concepts of armour, damage levels, buffs, debuffs, defence vs armour, etc; do not have a place in Academy? if the there was not overlap in the card strategies then the cards would be a nightmare to design. You would have to design a card that was balanced in one game and then take it and rebalance it for the other, and in rebalancing it juggle carefully. Are you telling me that AW opened this can of worms for themselves?

2. with soo few spell book points the books will autobuild. Everything will be a core card and there will be little room to make it a rounded toolbox.

3. I am sorry but this is just wrong. You seriously cannot tel me that Academy can take on magic. This game has had 25 years of design and has a card pool of over 10,000 cards. I am not saying there is no point to make a card game in the current ccg/lcg market, jsut do not make grand claims that are just not true.

4. is just whining.

315
Events / Re: Hey guys
« on: February 09, 2016, 05:09:38 PM »
*Bear hug* you were never really gone. x

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