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Topics - Chicken the God

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So, im just double checking, but it seems the Adramelech's 2nd Ability, Smoldering Curses, does NOT give the FLAME +1 from the incantation, Curse Item. That is unless there has been some eratta that changes the wording on her ability OR if curses attached to a mage's equipment are considered attached to the mage.

So i'm 99% sure, but i'm just double checking as I build this spellbook, if a senior mage-warrior wouldnt mind giving me the verifying 'yes', at the very least---Thanks and cheers!

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General Discussion / Sand Timer for Arena Planning Phase
« on: February 28, 2017, 02:07:48 PM »
So , obviously, an arena game has the capicity to be long and I've been thinking about trying a timer during the planning phase. In my opinion, this is one of the most strategic part of MW and I think it would be cool to limit both players time to 2-3 minutes with a wooden sand clock.

Now I know tornement games have time limits, but I'm not really into ending a game early based on time alone, but this could be a way of jointly speeding up both players during that phase. In the end, I'd rather have a long good-game then a bad short one.

Now, some rounds players don't need anywhere close to 2-3 minutes in that phase, but sometimes I find myself slowish in that phase, considering my play style. Now, I'm not fully invested in timing all aspects of the game with, say, a chess clock, not to mention all the other ways a chess clock doesn't really work in MW.

PLUS a wooden sand timer is cool :) but I'm still deciding which sand-timer to buy. I'll test it out with a stop-watch at 1st. In the end, I'll find a sand-piece that I feel will add both flavor and pragmatism to my game.

Anybody else do something like this? Or maybe just have opinions on the topic? Discuss!

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Spells / Ivarium Longbow on Ivarium Paladin
« on: January 26, 2017, 09:48:04 AM »
So, as the topic suggests: Has anyone made a deck that puts the Ivarium Longbow on Ivarium Paladin?

Currently, I have 3 Paladin Books with 3 different strategies, but in one of my books, ive tried having the longbow as an option. This is the least agressive of my paladin books and the only one that uses royal archers. I also have the dwarves with intercept to help protect from counter range strategies. 

In the end though, its hard to warrent the bow as one of paladin's abilities specifically states the need for a melee attack. Also, he has so many good options for equipment in both hand (sword, morningstar, shield, healing/mage wand) that its hard to warrent a bow. Not to mention that all his auras are benificiwl when he is in the same zone as his creatures, making the option to sit in the back and fire arrows less tempting....

So in the end, has anyone successfully used the longbow in his book---i mean the weapon has his namesake, but aside from that----the item struggles to work.

Now im not looking for super-competitive books, but rather fun books, but with reasonable quality...i mean, the longbow has never really been a super competitive item anyway in any book ive seen, but I was hoping it would at least work in his book.

I'm here just looking for a fun discussion---so shoot away with suggestions!

Cheers!

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General Discussion / Chivalrous Challange & Line of Sight
« on: January 23, 2017, 03:48:17 PM »
Ok I'm just double checking, but according to the rules it doesn't mention needing line of sight when the Paladin Activates his Chivalrous Challange. All it says is 2 spaces. So this is me double checking if line of sight is needed. In my logical opinion, I feel like it needs line of sight, but that doesn't seem to be the case.

Oh, and in case you guys are wondering, I'm the one playing the Paladin in this game, hah---I just want to make sure I'm not cheating my opponent.

Thanks!

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Spells / Steep hill and conjurations
« on: December 15, 2016, 09:54:59 PM »
Ok, I'm pretty sure this is just a dumb, but hopeful, question. Is there any chance that they Erattaed Steep Hill so that it can work with conjurations that attack (i.e., temple of light, akiro's hammer, Ballista---which I just saw in Lost Grimlore)?


Because it would be so cool to put akiro's hammer or a temple of light on a giant hill....especially since one of those gets completely Shut down by incorporeal walls....

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Spells / Force Wave Question
« on: November 21, 2016, 12:38:00 PM »
So, from what i know, i can use force push to push someone into the arena wall to cause 3dice of damage, and when i push someone through a paasaged wall i have to pay the extra mana.

So, in terms of force wave, can i push everyone in a zone into the arena wall dealing 3 damage to all of them? Or do I have to pay the additional mana, which is the prerequisite for pushing them through the wall.

The way i understand it, is that I don't have to pay the additional mana because they are not going through a wall. I bring this up, because that would make force wave a really cost efficient crowd control damage spell when the opponents creatures are near the arena wall or if you placed an impassable wall to use this spell in the middle of the arena.

So, did i get that right?
Thanks!

 

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General Discussion / Companion App Update
« on: November 09, 2016, 04:22:46 PM »
So i'm sure this has been discussed on these forums, although i'm not a regular poster, so i'm not sure where.

What is the ETA on a card update to the companion APP? Like all the Academy, Domination,PvS cards? It'd be nice to have all the cards in one area so i can make books via the app again. I'd even be ok with the MW free database was updated 1st---i know it has the domination cards, but it'd be great if it had the academy cards in there too, seeing as I use my academy cards mostly for arena games.

Thanks! Much appreciated!

Side note: PvS looks great, getting it friday! I look foward to Grimlore!

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Strategy and Tactics / So it's turn 1....
« on: April 10, 2015, 02:36:20 PM »
So here's a fun question:

It's turn one. Your opponent passes you the initiative for turn 1. You see he's playing the johktari beastmaster, but no local meta knowledge (let's pretend a tournament) and you're playing your favorite mage (or any)--what do you do?

Hah enjoy!

You can also talk about variants, not just seeing the j. Beast...


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Spells / Basic spell purchase option through Arcane Wonders
« on: April 05, 2015, 11:23:31 AM »
So like many of you, I run multiple spellbooks. I use proxies in my spellbooks for a lot of my spells, because some spells work in many decks. I know people have discussed this before, and I can see how putting 20 basics, such as dissolve, in the base set might only be useful to some---causing wasted money printing by arcane, but what if arcane wonders sold certain singles in high demand on their website for ~.25 cent each (Maybe a minimum of 20-40 card purchase required). Ie, you could order 20 jinxs, dissolves ect. Just 20 of each of those each would be $10 + s/h. They could send it to you in a small Manila package---no need for package design or additional cost on them, aside from printing. They could make a reasonable profit and keep hardcore players happy minimizing at least most of their proxies . I understand they may not be able to offer ever card like this, but maybe just the highly utilized ones.

Here's a list of most of the basic cards I would want:
Leather boots (6)
Leather gloves(6)
Enchanter's ring(6)
Deflection bracers(2)
Moonglow amulet (2)
Mage wand (8)
Nullify (16)
Jinx (16)
Eagles wings (10)
Bear strength (10)
Cheetah speed (6)
Force orb (3)
Force sword (3)
Dispel (16)
Dissolve (16)
Force push (8)
Teleport (10)
Shift enchantment (10)

Note: The numbers in parentheses  are the rough estimates of quantities I would personally want, but I'm sure I could come up with a more accurate number if I examined my spellbook/extras.

We could all vote on 20-40 cards that we'd want available though the arcane wonders store. 154x.25$ (for me)=$38.5 + s/h. I think that's reasonable incentive for arcane wonders if people want 20+ of these basics. You could spend only $10-$20 and get plenty. You'd also be supporting the game we love at a reasonable price and return. I am guessing if there was enough demand, arcane could do a large print run of just those cards, keep them in storage and ship them directly to consumers.


What's your thoughts?----both creators and fans.


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Spells / Wearing 2 Mage wands
« on: April 05, 2015, 10:50:47 AM »
So I know the rule book states that wearing two of the same item is not allowed, but does this rules really have to apply to mage wands? Is it too broken to have two mage wands with different spells attached in each hand? Could a future errata have a modification to mage wand saying that this item is allowed to have duplicates? Because I find it kind of cool for a mage to have two wands with different spells attached, ie, dispel & dissolve.

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