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Topics - jacksmack

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31
Rules Discussion / Battle Forge vs Divine intervention
« on: December 13, 2013, 07:49:50 AM »
I would like to know if its possible to counter the spell casting from a battle forge in such way that the mana is wasted and the spell goes to discard pile.



Page 7 of the "official rules and codex supplement - updated november 2013" Says:

Changing the Range or Target of a spell or attack.

A Spell fails and is canceled, if either of the following occure before the resolve spell step:
 1 The target of the spell is no longer a legal target
or
 2 The caster or the target of the spell moves (e.g by being pushed or teleported away), even if the move was to a location where the spell was still in range. (in the case of a teleport, this applies even if the teleport was into the same zone).

A cancelled spell or attack ends immediately. All costs that have already been paid, remain paid, and are not refunded. If a spell was being cast, the spell is discarded (exception: see spellbind).


The rulebook (v. 2.0)  for spawnpoints page 16 in the book and 18 in the adobe:
During the Deployment Phase, both players may cast these assigned spells, starting with the player who has the initiative. If you cast your spell, pay the casting costs and resolve the spell.

This isnt excately the same as the standard spell order:
1 Cast spell
2 Counter Spell
3 Resolve Spell


32
Spells / Wizard Tower
« on: September 04, 2013, 09:16:49 AM »
I have been very annoyed by the Wizard tower lately, and i suspect it will only be worse as more expansions gets released due to the versatility of the tower will increase substantially with new attack utility spells seeing the day.

Right now its incredible useful with:

Surging Wave - Very nice to get 10/12 chance of getting a slam on target and 42% of push.

Jetstream - incredibly strong vs flyers. Whenever Opponent has a Tower in NC there is basicly 2 zones flyers
can be in to avoid getting 4 dice + 11/12 chance of getting an additional 3 dice from wall bashing due to push.
(unless they remove themselves from combat and stand in 1 of the 2 safe corners).
And lets not forget Daze and the Wall push combos provided here.

Flameblast - remove potential block / reverse attack.

Geyser - taking away burn on self without spending an action from mage.


If you wanna do damage with the tower from ball or bolt then that is certainly an option as well, however... usually one is better off with casting the cheap utility spells and soon we can add Acid ball to pool.
Acid Ball is gonna be a strong combo with Jetstream for even more hardcore wall push combos due to less armor on target.
 - Hello mid / late game Wall of Thorns 10 dice push.

Lets look @ the tower.

1)
Costs 7 Mana.
Channeling 1.
Its a Quickcast Spell with a readymarker (and spellbind)
Can be cast 0-1 range away.

2)
Its not zone exclusive.

3)
Spellbind
Familiar
Free to bind new spell during prep phase
Its a lvl 2 spell

4)
Its Unique and not Epic
It has 7 HP and 3 Armor



  -  1  -
7 mana for the cheapest familiar and/or spawnpoint (extra action) in the game to the mage who has the most channeling and does everything the cheapest (Arcane Ring and/or Enchanters ring.)
So its gonna repay itself incredibly fast. Just after 3-4 rounds you have payed very little for this extra action / threat.
It can be cast 0-1 zones away, so its not even hard to put in one of the 2 NC zones. If it was 0-0 it would atleast put the wizard in some sort of threat when playing this.
And of course... its Quickcast.
Again its easy for the Wizard to play this spell, and on TOP of that... if he has 11 mana when casting this he can fire off a Jetstream immidiatly.
He doesnt even lose an action when playing this spell! Sure he is forced to use the action he gets on an attack spell... but lets face it... its not an attackspell. Its a utility spell or BOTH attack and utility.

I think it would be alot more balanced if it was Fullcast and / or 0-0 Range combined with a mana cost of 9-10 or 0 channeling. This sounds like a big nerf but im sure it would still be included in each and every (competetive) Wizard book.



  -  2  -
Its not zone exclusive... This right here is just a gamebreaker.
ATLEAST make it zone exclusive so i can plaster the NC up with conjurations he has to tear down first if he wishes to put in the best spots on the board.
I dont care too much about how much of the board is covered (1-2 zones range on most spells) - the problem here is that all non-NC zones provides Wall bash when pushed by Jetstream and Surging wave.



  -  3  -
Spellbind
Familiar
Free to bind new spell during prep phase
Its a lvl 2 spell

This is alot to put under the same category. But they are all linked.

Spellbind:
Spell is not discarded: Versatility - Spellbook making. You include very few attack spells and you get to cast them a ton of times.

Familiar:
You can change the spell every preparation phase plus it has channeling. Even more mana to spend for the most mana rich mage on top of the options a new spell gives.

No cost associated with changing the bind spell. Helm of Command (The most poor mage mana-wise) costs if you want to replace it. Thoughtspores CANNOT replace the spell. Wands pay etc.
No payment for being versatile choosing from a permanent pool of attack spells - He can spend his mana on other stuff. And i often see Wizards change spell every round or every second.
Put a 2 mana cost to this. Would the tower still be in each Wizard Spellbook? Yes it would.

Its a lvl 2 spell.
The mage with the biggest spellbook pays only 2 spellpoints to include this in his book.
Biggest spellbook because:
He has no opposing school - no tripple cost.
He Freely chooses the elemental school that fits his strategy the best.
He is specialized in Arcane and have cheap mandatory spells. Teleport, Dispell, Nullify, Jinx
This card should be level 4 or 5 and guess what... it would still be included in every spellbook.
Those 2-3 points just give the wizard 1 or 2 extra spells to add to the book - Even more spells to choose from.



  -  4  -
Its Unique and not Epic
It has 7 HP and 3 Armor

Taking down the tower is not even an option, because then you just see a second tower the round after.
The tower is so cheap to cast that it hardly matters for the Wizard. He is probaly happy that you choose to go for something that has 7 HP and 3 Armor... Because it would actually hurt the Wizard of you put that damage on him instead.
It should have been Epic so the momentum you lose by focusing down this building of horror by channeling mana and actions into tearing down the tower will not be completely wasted by a Quickcast for 7 mana the round after by the enemy who even gets the action spend returned in form of a Quickspell attack option.


33
General Discussion / New condition summary sheet once NecroDruid is released
« on: September 04, 2013, 07:13:54 AM »
I would really love to see a new conditions summary sheet i can print out and have next to me when playing MageWars.

I printed out and laminated the official base conditions sheets under "ressources and downloads", but since then quite alot conditions have been introduced.

Big Please? :)

34
Spells / Meditation Amulet
« on: August 22, 2013, 08:19:05 AM »
Did any 1 come up with some use for Meditation Amulet?

I think i managed to come up with 2 different uses for it.
1 aggressive and 1 turtle supah strong pew pew nothing can kill me build.

Any 1 on OCTGN from 3 hours and on and fancy to test it?

35
Chain lightning vs Intervene:

Wizard casts chainlightning one zone away and wants to hit 2 targets in the zone.

The Dwarfen panzterbro on guard (he can intervene).
Bridge troll.

Scenario 1:
Wizard targets Bridge troll with first chain hit. Panzterbro Redirects the ranged attack to himself (intervene when guarding).

A)
Wizard can target bridge troll again on the second hit of Chain lightning because first hit never actually ended up targetting / hitting troll.

B)
Wizard can target Pantzerbro on second hit because he havent TARGETTED him before - the guy just intervened taking the bullet. ending up hitting panzterbro twice

C)
The Wizard cannot target either because he targetted the troll already on first hit, and he damaged the panzterbro on first hit so both are now illegal targets for a second hit


Scenario 2:
The wizard Targets Panzterbro who is on guard with first hit (we assume he does NOT get stunned).
Second hit goes to troll and Panzterbro wishes to Intervene

A)
Panzterbro cannot intervene because chainlightning can only hit / target each target once.

B)
Panzterbro CAN intervene but he will not take damage from the second hit of chainlightning because he took damage from the first hit and chain can only damage each target once.

C)
Panzterbro intervenes and takes damage from both first and second hit of chain lightning.



Whirling spirit attacks a guard and succeds the push roll. Will the guard get the counter strike or not?


And yes... im building an Air Wizard ;)

Edit:
I guess that the whirling spirit is close to the same as lightning attack melee'ers (angel). If they land a daze / stun when attacking will the counter striking creature be affected so it either has to roll a daze check or get stunned and cannot counterstrike.

36
Rules Discussion / Nullify and shift enchantment.
« on: August 20, 2013, 06:51:35 PM »
Do nullify counter shift enchantment?

Lets pretend i play ghoul Rot on myself face Down. After i use my QC to shift enchantment to enemy mage.
Enemy mage has facedown Nullify.... will this counter "shift enchantment"?

37
I was thinking about a simple way to overall improve spawnpoints, simply because i want them to be part of the game and have a viable function as part of a competetive spellbook.

The current consenssus is that it takes too long for a spawnpoint to give back the initial cost - more so in terms of mana and less so in terms of the action it requires.

What would happen if a creature from a spawnpoint summoned during the deployment phase starts with its action marker ready side up?
 - It would add another surprise element that the opponent would not be able to plan cards for (We are past planning phase when the creatures come out of spawnpoints).
 - It would reduce the amount of rounds it takes for a spawnpoint to "repay itself" in terms of actions.
 - Guards with or without intercepts coming to aid in an instance!
 - familiars can assist straight away! though both a familiar and a spawnpoints starts to become a heavy mana investment.

 - The pentagram could potentially reduce the cost 1 by triggering the mana income on the spawnpoint by attacking a creature with the just summoned (for instance) firebrand imp.
 - Clerics can put mana on Temple of Asyra one round earlier.
 - If timed with initiative gorgons can come out and directly place weak tokens on enemy creatures from the Voltari.
 - Beastmaster can do well timed summons of "boss" creatures that buffs friendly creatures of the same type. (redclaw for instance)
 - A Barrack near the enemy can summon AND move goblin bombers. The goblin builder will be able to move and actually build something in the round after (2 action phases from here). Thorg coming out Taunting, sniper coming out sniping etc.

Overpowered? Bad idea?
What do you think?

38
Spells / Stun & daze from circle of lightning
« on: May 31, 2013, 11:57:46 AM »
Do these get removed @ the end of the creatures (attackers) action phase? or do they last until next round?


I cant find anything in the FAQ, nor if i use the search function.

39
General Discussion / Spells there is too few copies of
« on: May 31, 2013, 11:41:15 AM »
Hi

I got:
1 x base
1 x Core spell tome 1
1 x Core spell tome 2
1 x Forcemaster vs warlord


This Means i have a total of 4 spellbooks available to fill out.

I have managed to build 4 different spellbooks for the following mages:
Forcemaster (non typical FM that focus on defense and creatures.)
Warlock (swarm with attackspell support)
Wizard (Mana control)
Warlord (creature build)


I have found my self to be short on the following or out of copies after finishing nr 4:
1 x elemental cloak
1 or 2 Dragon scale hauberks
2 x leather boots
1 x leather gloves
2-3 teleport
2 teleport trap
3 wall of stone

Non of my builds uses hand of bim-shala, but im pretty sure i could come up with 2 different builds and then my current 3 wouldnt suffice.

Im pretty sure that even if i had 2 more spellbooks and made a book for both the priestess and the beastmaster resulting in having a spellbook for each mage (kinda cool), that it would be possible for me to build whatever i wanted if i had the above ~15-18 copies

Others running short on the same copies?

40
Can the forcemaster mind control the beastmasters pet ?
If yes:
will the pet keep its bonus stats (armor, melee & hp) ?
will the pet get an additional +1 melee when it attacks the beastmaster due to the added bonus when sharing zone with him?


What happens when the forcemaster mind controls a soldier with the enchanment Standard bearer (warlord only enchantment)?
Will the bonus keep working for the warlord and his units in same zone as the now hostile soldier?
Or
Will the bonus from standard bearer change alignment along with the mindcontrolled creature so the forcemasters side now gets the bonus when sharing zone?


What happens if the Forcemaster mind controls the warlocks bloodreaper.
Will the warlock still (may) heal 2 life when the creature damages a living creature?


Is the only 2 limits to Mind Control Psychic immunity and Mages?

41
Spellbook Design and Construction / Funny priestess build
« on: May 21, 2013, 12:41:55 PM »
I thought of a Ludwig boltstorm + divine intervention build.

Round 1: 20 mana. FC Ludwig + QC Hawkeye on Ludwig. 5 mana

Round 2: 15 mana. QC Snipershot (no block or reverse attack) on Ludwig and move priestess 2 Squares forward. When Ludwigs turn reveal DI move him to 1 Square away from enemy Mage and do FR tripple strike attack. 9 dice in your face hello. 0 mana.

round 3: 10 mana. Reveal hawkeye. no matter where Ludwig is priestess can walk 1 zone and remove condition markers (sleep) and or force push with QC to before its Ludwigs turn to get him out of melee range and or sniper shot him.

discuss :)

42
Will only one creature recieve the Hellfire Trap attack or all?

43
Rules Discussion / Attacks with mana drain trait
« on: May 21, 2013, 11:09:01 AM »
Hi

The Mana Leech's attacks has mana drain trait.

Do this Work when it attacks the enemy mage itself, or only when attacking the enemy mage's creatures?

The codex in the end of the rulebook says:
"If this attack damages an enemy create, that creature's controller loses X mana....."

So from this, its not really clear if the mage loses mana when attacked by a creature with manadrain.

kr

44
Rules Discussion / 16 questions to rules.
« on: May 20, 2013, 03:25:13 PM »
Hi

Since i have been making spellbooks the last couple of days i have come up with a variety of questions:

1)
Is it possible  to reveal Falcon Precision AFTER the enemy revealed a block / reverse attack Thus making the block / reverse attack wasted and the attack succesful?

2)
What happens when a Forcemaster takes control  (mind control) of a creature with upkeep? Who pays the creature upkeep? If its the Forcemaster can he let the creature die this way?

3)
Jinx vs seeking dispell.
The wizard casts a jinx on the warlock. The warlock uses seeking disepell to destroy the hidden enchantment. How is this resolved ? will Jinx refund him mana and sent seeking dispell back to the spellbook?

4)
Chain lighning vs block and reverse attack.
I believe if chainlightning at any point runs into a block, then it will stop attacking right there.
What happens when chainlightning hits a Reverse attack. Will the enemy mage be able to hit only 1 target ? (the wizard? )
wizard casts chainlightning:  --> wolf takes damage --> gorilla takes damage --> bobcat reveals reverse attack ?
What if the first target has reverse attack. Do the enemy get to bounce the chainlightning until it runs out of targets or stops doing damage?
5)
Goblin bomber x 2
 gets pushed through a wall with attack trait and dies. On death he can roll the effect dice and 7+ he triggers explosin. What zone will the attack happen in? Starting zone or ending zone?

What happens if goblin bomber has chains of agony with 1 hp left and takes a move action. What zone will he die in, in case explosin triggers?

6)
Supression cloak
Probaly a silly question - will supression cloak work vs enemy mages so they have to pay 2 mana for melee attacking?
Do supression cloak stack with Pacify?
A creature with pacify revealed attacks a wizard with Supression cloak. Does it pay 2 or 4 mana?

7)
When do Caltrop triggers:
Casting caltrops in a zone with an enemy spawnpoint, will it make its attack vs creatures summoned from spawnpoint?
If a mage summon a creature in a zone will it trigger caltrops?
If a creature is teleported into a zone with caltrops will it trigger caltrops?
Creature pushed?
Creature returning from banish?

8 )
Lord of Fire sweeping attack.
Can he sweep 1 flying and 1 ground unit in the same full round attack?

9)
What happens when Archer using Archer's tower behind a wall of stone attacks a creature with reverse attack?

10)
Teleport trap. Does it require LOS? the up to 2 zones away is calculated from the zone teleport trap was lying in right?

11)
Blue Gremlin:
Blue Gremlin has an activaton. Can it move through wall of Fog after activation or must it have LOS when using this kind of movement?
Will it trigger caltrops?
Do blue Gremlin pay to Supression orb when teleport moving?

12)
Decoy casted on a creature with nullify. Will decoy refund mana to caster?

13)
Supression Orb. A creature using a full action to move and then a quick action to move again for a total of 2 zones moved. Do they pay 1 or 2 mana to supression orb for this?

14)

Is double reverse attack possible?

15)
Daze and guardmarker.
A melee creature with daze declares an attack on a creature with a guard marker.  He fails the daze roll. Will the guard marker be removed?

16)
Can forcewave be used to bash creatures against walls?

Thats all i could come up with for now :)

KR
Jakob

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