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Messages - relknes

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1
Strategy and Tactics / Re: Strength, an in depth look
« on: April 05, 2013, 05:44:29 PM »
1 armor is NOT basically Aegis 1.
Consider this simplified situation: a creature normally rolls 2 atack dice:
Against no armor or Aegis, they average 2 damage with a range of 0-4
Agasinst Aegis 1, they average 1 damage with a range of 0-2
Against armor 1, they average 1.61 damage with a range of 0-4
In other words, the Aegis 1 prevents 50% of the damage and cuts the range in half, while the armor prevents only 19.4% of the damage while leaving the range untouched.
This is only one examle.  Obviously, this changes as the number of dice change, and for higher armor, etc.  But the fact remains, Aegis 1 is strictly better than 1 extra armor, and in many cases is MUCH better.
The numbers get even more extreme with the example you gave of armor 3 vs Aegis 3.  With Aegis 3, many creatures could not physically do ANY damage to you, where no matter how high your armor is, the crits still play so each die will do at least 1/2 a damage on average (more than that as the number of dice exceeds the armor value)

2
Spellbook Design and Construction / Re: Warlock Build Help
« on: April 02, 2013, 10:28:38 AM »
picked up the expansion last night.  I am going to swap in Sectarius for one of the Lash of Hellfires and the Perfect Strike.

3
Strategy and Tactics / Re: Book Archetype Primer: Aggro
« on: March 30, 2013, 09:35:31 PM »
I tend to think less about "Combos" in mage wars than "Synergy."  Synergy is a group of cards that work well together, often over multiple turns.  These are not insta-win combos like MtG had, but rather cards that increase each other's effectiveness.
For instance, the infamous example of a Warlock with a Lash of Hellfire, Fireshaper Ring, Gauntlets of Strength, Bear Strength, and a Mage Wand with Battle Fury could deal a whopping 18 dice of damage and an average of 1.83 burns per turn, every turn until something was disolved.
Without getting into defenses and resistances and ways to counter such defenses ad nauseum, I will simply say that this is a high degree of synergy.  There are 6 cards plus one innate trait of the Warlock all contributing to the atack.
The cental card in that setup is the Battle Fury, since it allows every other card to be used twice (in exchange for 5 mana and the Mage's quick action).
This is not a "combo" in the strict sense, but it is as close a concept as I could find in Mage Wars... and there are plentry of synergy combinations.  In fact, a book which has a strong theme is usually based around such synergy.
Perhaps, instead of talikg about combo themed books, we should talk about books where synergy plays a bigger than normal role?  Then again, every good book should have a lot of synergy, so defining it as a book type might not be that useful...

4
Spells / Re: Spells you would like to see
« on: March 30, 2013, 11:24:02 AM »
Fear of Lightning/Fire: curses that gives +2 to atacks of that element
Burst of Speed: quick spell that allows you to immediately take a full action as a free action (might be too powerful for rush decks... balance would be tough to achieve)
Mischevious Gremlin: arcane school.  Movement rules simmilar to Blue Gremlin.  2 dice atack, 0 armor, 5 life, 7+ defense (1x).  Conjurations in Mischievious Gremlin's zone do not function.

5
Spellbook Design and Construction / Re: Fire Resistance
« on: March 30, 2013, 12:38:16 AM »
It was more a question of running 1 of each or running 2 lashes, so the mirror match shouldn't be a problem.

6
Spellbook Design and Construction / Re: Fire Resistance
« on: March 30, 2013, 12:21:54 AM »
It was more a question of running 1 of each or running 2 lashes, so the mirror match shouldn't be a problem.

7
Strategy and Tactics / Re: Dominating Strategies
« on: March 30, 2013, 12:02:58 AM »
An Air Wizard is good for a control strategy, and to a lesser extent the Priestess.
Good things for this strategy are:
1) Conditions.  Stun, weak, daze, cripple, etc.  Lightning spells, light spells, and arcane creatures tend to do well at laying these on thick.
2) Walls.  Block line of sight, make creatures go around or take damage, etc.
3) Teleport.  Good for so many things... getting your creatures in position (especially those slow arcane creatures), moving your opponent's creatures where you need them, or just getting the %&#$! out of dodge.
4) force push and/or Jet stream.  If you are used to the Force Master, you should be well aware of the power of a well timed push.  Even more valuable with well placed walls.
5) Traps.
6) Poison Gas Clouds.
Basically, in a control strategy, you create a situation where you and your creatures can be wherever you need to be when you need to be there, and their creatures and mage are where you need them to be as well.  Then make a board with dangerous squares and safe squares... your men go on the safe ones, and their men go on the dangerous ones.  Control the distance, control the pace, control the movement.  Mage Wand is a virtual must, and maybe even an Elemental Wand in the other hand.  Familliars are good too.

8
Spellbook Design and Construction / Fire Resistance
« on: March 29, 2013, 09:44:15 PM »
What percentage of people consider some sort of Flame -2 equipment to be mandatory for their deck?  How many different pieces or copies of the same equipment do you generally include?

I run a Warlock, and am debating about including Sectarius.  I like Lash of Hellfire better for my build IF I can get rid of fire protection through disolves and explodes, but if most people are carrying around 2-3 pieces of fire resistant equipment, I will probably throw in Sectarius as I don't want to go through all my anti-equipment just making my Lash work.

9
Strategy and Tactics / Re: Dominating Strategies
« on: March 29, 2013, 08:37:07 PM »
I was thinking, and again I am still pondering the categories, that Beatdown was those strategies that are focussed on ending the game as quickly as possible, while Few Big were the strategies that summoned a few big creatures and focussed on buffing them and the mage.  The Few Big strategy tries to keep the creatures alive, often casting defensive enchantments like "Regrowth" or "Rhino Hide" to preserve the long term atction advantage that those creatures provide.  The Beatdown strategy tends not to care if the opponent kills their creatures since that is damage that is not going toward their mage and the creature probably got a few atacks in as well, putting them ahead in the race to 0.  The Beatdown strategy isn't looking for a long term advantage, because they don't intend there to be a long term.
The "Conjurations" strategy is probably mis-named.  I was picturing it as strategies that made a sizable early investment that dosn't figure to "break even" for quite some time.  Multiple mana crystals/flowers, multiple temples, and mana-denial conjurations all fit into this category, which is why I originally labeled it Conjurations... but so do a lot of curses (magebane), equipment (mage rings), and buffs (like harmonize).  These are all things that are better and better from an "Investment" standpoint the longer the game goes on, which is why they are weak against strategies that end the game quickly.
I also didn't really touch on "Hybrid" strategies, which are arguably harder to counter than "Pure" strategies.  They can also be cheaper to change strategies with, going from, say, Few Big/Beatdown into a Few Big/Swarm is a lot easier than making a transition from a pure Beatdown to a Swarm strategy.  If people show interest in the thread, I may start another one on that topic.

10
Strategy and Tactics / Dominating Strategies
« on: March 29, 2013, 02:28:44 PM »
There are some games that have a strategy that will win every game against every opponent, or at least have a strategy that can't lose.  Tic-tac-toe is a simple example, but even chess falls into this category, theoretically.  But there are other games where there is no such strategy.  The children's game of "Rock-paper-scisors," for example, has 3 possible "Straategies" for a given round: rock, paper, or scisors.  None of them will beat all other strategies, which adds a cirtain dynamic quality to the game.  It is a game of guessing and psychology and avoiding falling into paterns.

One of the great things about Mage Wars is that it is a dynamic game; there is no one strategy that will win against all others.  Every strategy has a "Dominant strategy" that will beat it consistantly.  This is why flexability and unpredictability are so important; if you only used one strategy, any opoonent worth their salt will adopt a dominant strategy and crush you, but if you can adopt a second strategy that dominates theirs, then you will win unless they can shift gears... and so on, and so on.

The thing is, shifting strategies has a cost.  Often, it involves losing some of the rescources you put into your first strategy.  For instance, a Beast Master might have to let some small creatures die when Mordok's Obelisk hits the table, switching from a swarm strategy (now dominated by the opponent's strategy) to, say, a beatdown strategy (which often dominates a conjuration based strategy).  The Beast Master loses some of the mana and actions he spent summoning those creatures, but the switch makes the opponent's play sub-optimal as well.  

The Beastmaster might also try to directly refute the opponent's play, destroying the Obelisk for example, but that too will have a cost in actions and mana.  Considerations in choosing between these paths boil down to 3 questions:

1) How well can my spellbook put together a dominating strategy?
2) What is the cost of changing to that strategy?
3) What is the cost of directly refuting their strategy?

When putting together a spell book, you should keep these questions in mind.  If you are playing a fairly 1 dimensional book, you force yourself to directly refute whatever they throw at you, no matter the cost, while if you play a book that has too many different strategies you will force yourself to change strategies often, even when that is quite expensive.

I will refer to these as "Overcommiting" and "Undercommiting."

When you overcommit, it means you have invested so many rescources in a single strategy, be it spell book points, mana, or actions, that it is impractical or even impossible to change strategies.  However, when you undercommit, it means that you have not invested enough in a particular strategy to win even against a dominated strategy.

A good spell book will have several strategies that it can commit to, each of which dominates a different opposing strategy.  A good player will try to find the space between overcommiting and undercommiting.
One final note.  One of the things that follows from all this is that it is a disadvantage to be the first to commit to a strategy, because you will also be the first to have to pay the price of "Changing gears."  Thus, just as it is important to put together a spell book that allows multiple strategy options, I feel it is important to play an opening that leaves multiple strategy options.

Now, a question for the community: what do you see as the major strategies in the game, and what are the strategies that dominate them?

My current thought (very rough sketch):
conjurations (temples, mana crystals, Mordok's Obelisk, etc.) are dominated by Beatdown
Beatdown is dominated by Few Big
Few Big is dominated by Control
Control is dominated by swarm
Swarm is dominated by conjurations

11
Spellbook Design and Construction / Re: Warlock Build Help
« on: March 29, 2013, 03:40:38 AM »
Ok, so I made changes to the deck to get all 4 cards that I wanted, plus a Ring of Curses and a Perfect Strike.  I did this by taking out Purge Magic, Reverse Magic, and Sleep.  As sausageman pointed out, I miscounted Decoy (I doubled the cost when I shouldn't have since it is a novice spell), and it turns out I miscounted Nullify as well (I failed to double this one...).

So, the updated book would look like:

Cards Points (Total Points)

Atack Spells
2 Fireball                     2 x 2     (4)
1 Firestorm                 3           (7)
3 Flameblast               1 x 3    (10)
1 Ring of Fire              2          (12)

Conjurations
1 Battleforge               3          (15)
1 Mordok's Obelisk     4          (19)
2 Wall of Fire              2 x 2    (23)

Creatures
3 Darkfenne Bats       1 x 3    (26)
1 Dark Pact Slayer     3          (29)
1 Necropian Vamp.    4          (33)

Enchantments
2 Agony                     1 x 2     (35)
2 Bear Strength         2 x 2     (39)
1 Cheetah Speed      2           (41)
1 Death Link              2           (43)
1 Decoy                    1            (44)
1 Divine Protection   3           (47)
1 Mongoose Agility   2           (49)
2 Poison Blood         1 x 2     (51)
2 Ghoul Rot              2 x 2     (55)
1 Jinx                        2          (57)
1 Magebane             1           (58)
2 Nullify                     2 x 2     (62)
1 Reverse Atack       4           (66)
1 Vampirism              2           (68)

Equipment
1 Deflection Bracers  2         (70)
1 Demonhide Armor  2         (72)
1 Elemental Cloak     2         (74)
1 Elemental Wand     2         (76)
1 Fireshaper Ring     1          (77)
1 Gauntlets of Str.     2         (79)
1 Helm of Fear          2         (81)
2 Lash of Hellfire       2 x 2   (85)
1 Leather Boots        1         (86)
1 Mage Wand           4         (90)
1 Regrowth Belt        2         (92)
1 Ring of Curses       1         (93)

Incantations
2 Battle Fury             2 x 2   (97)
2 Dispel                    2 x 2   (101)
1 Disolve                  2         (103)
1 Drain Life              3         (106)
1 Explode                 2        (108)
1 Force Push           2         (110)
1 Perfect Strike       1         (111)
1 Purify                    3        (114)
2 Teleport               2 x 2    (118)
1 Seeking Dispel    2          (120)

12
Spellbook Design and Construction / Re: Warlock Build Help
« on: March 28, 2013, 07:36:34 PM »
Thanks for your advice.  I agree with taking out Purge Magic.  I had it in there for facing off against other enchantment heavy decks (the thinking being that if they were cursing me, I curse them and then play Purge Magic before playing buffs on myself, whereas if they were buffing themselves, I play my buffs first and then play Purge Magic on them before playing my curses).  It is a good card fror such matchups, but probably too expensive for the situation's frequency... I can, after all, get Chetah Speed, Drain Life, and Ring of Curses all for that 6 points.
The Dark Pact Slayer as my Blood Reaper is a frequent middlegame play for me.  He makes an appearance early against an opponent using a Beatdown strategy, and shows up later for a lot of other matchups (usually once my mage has 6 or 7 damage on him for the Reaper to heal, and I have my major pieces of equipment in place).

13
Spellbook Design and Construction / Warlock Build Help
« on: March 28, 2013, 01:21:19 PM »
Hi, this is my first post.  I was wondering what people thought of my Warlock build.  Any helpful criticism would be welcome.

Cards                         Points (Total Points)

Atack Spells
2 Fireball                     2 x 2   (4)
1 Firestorm                 3          (7)
3 Flameblast               1 x 3    (10)
1 Ring of Fire              2         (12)

Conjurations
1 Battleforge               3         (15)
1 Mordok's Obelisk     4         (19)
2 Wall of Fire              2 x 2    (23)

Creatures
3 Darkfenne Bats       1 x 3    (26)
1 Dark Pact Slayer     3          (29)
1 Necropian Vamp.    4           (33)

Enchantments
2 Agony                      1 x 2    (35)
2 Bear Strength          2 x 2    (39)
1 Decoy                      2          (41)
1 Divine Protection     3          (44)
1 Mongoose Agility     2          (46)
2 Poison Blood           1 x 2    (48)
2 Ghoul Rot                2 x 2    (52)
1 Jinx                          2          (54)
1 Magebane               1          (55)
2 Nullify                      1 x 2     (57)
1 Reverse Atack         4          (61)
1 Reverse Magic        4          (65)
1 Vampirism               2          (67)

Equipment
1 Deflection Bracers  2           (69)
1 Demonhide Armor  2           (71)
1 Elemental Cloak     2           (73)
1 Elemental Wand     2           (75)
1 Fireshaper Ring      1           (76)
1 Gauntlets of Str.     2           (78)
1 Helm of Fear          2           (80)
2 Lash of Hellfire       2 x 2     (84)
1 Leather Boots        1            (85)
1 Regrowth Belt        2           (87)

Incantations
2 Battle Fury             2 x 2      (91)
2 Dispel                    2 x 2      (95)
1 Disolve                  2            (97)
1 Explode                 2            (99)
1 Force Push           2             (101)
1 Purify                    3             (104)
1 Purge Magic         6             (110)
2 Teleport                 2 x 2     (114)
1 Seeking Dispel      2           (116)
1 Sleep                     4           (120)


Strategy
Against Forcemaster:
Turn 1: move and cast Battleforge at NC.  
After that, Forge equips me with armor, LOH, Fireshaper Ring, and Magewand with Flameblast (for the unavoidable atack) as I cast Darkfenne Bats and varrious enchantments.

Against others:
Turn 1: Summon Necropian Vampiress.
After this, judge what sort of strategy they are using

If they are using a slow build up (cast mana crystals etc):
Turn 2: dash to NC with mage, then on Necropian Vampiress' turn, quckcast teleport to get her in striking distance and mele with her.
Turn 3: move to FC and either cast Bear Strength on Necropian Vampirsess or battleforge on FC, dpending on what damage Necropian Vampiress has taken (more damage = lean toward Bear Strength to take advantage of her natural vampirism)

If they are summoning large creatures of their own:
Turn 2: move and cast Battleforge on NC and facedown enchantment on Necropian Vampiress (Usually Bear Strength, but occasionally a Decoy)
After this, there is too much variety to get into specifics.

If they are going for a swarm of small creatures:
Turn 2: move and cast Battleforge on NC and facedown enchantment on Necropian Vampiress (Usually Bear Strength, but occasionally a Decoy)
After this, I start equiping my mage with Battleforge, and once they have 3 or 4 small creatures, Mordok's Obelisk is going to make an appearance.

If they are going for Beatdown (sprinting to center on first turn)
Turn 2: Move Vampiress 1 square.  Mage summons Dark Pact Slayer, making him a blood reaper.

Cards I would have liked to include, but couldn't find space for, include Mage Wand, Drain Life, Death Link, and Chetah Speed.
What do people think of this build?  Any suggestions on what (if anything) I should remove to make room for some of the cards I wanted to squeeze in?

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