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Messages - SharkBait

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31
Events / Re: OCTGN DOMINATION Summer 18 Tourney
« on: June 24, 2018, 02:47:59 AM »
I'm in

32
Alternative Play / OCTGN updates
« on: June 17, 2018, 07:05:01 AM »
Hi guys,
I had some time to do some updating today.
Highlights:

1.I fixed the damn counterstrike bug .. I think. Let me know if I missed anything
2. Incantations can now perform their attack bars (explode, burst of thorns, etc) example for explode: While face down you can still drag to the piece of equipment you want to blow up. Once confirmed that the equipment is destroyed, put the face up card onto the board and drag to the mage from the explode card. You will be able to pick its attack
3. Drain and Siphon Life can be used like attack spells (drag from your mage to the target.) and will automatically heal the mage
4. Nullify will auto prompt/block the drains above (but not auto on the other incants yet)
5. Glancing blow should work, give a reveal timer, and stack with other reductions/buffs properly

33
Events / Re: OCTGN tournaments
« on: June 07, 2018, 11:49:19 AM »
So Sharky.
Ready to rumble?

This is why you need to get on that discord link I sent you. Also yes

34
General Discussion / Re: The biggest problem MW has: rule-uncertainty
« on: June 05, 2018, 10:49:03 PM »
Yeah, I understand. You don't want to let them "borrow" mana and have the effect one turn earlier. But as I said, I don't see the need to change that particular rule. On the contrary, that actually leads to some interesting situations during the play.

For example if you reveal regrowth with your 10 channeling you already only have 6 mana for the next turn. The enemy can take that into account and you limit yourself - for the 2 regeneration you gained. I actually like that a lot, there are times when I play with my curselock that I don't have any mana for my turn because I revealed 2 curses during upkeep..

As I said, that feature makes MW more interesting and diverse, why do you feel the need to change that?

What you are pointing out here is still possible with Puddn's steps. Revealing after the channeling phase but before upkeep is still a timing possibility. Even now, the sequence described above is only possible if you reveal after the channeling step but before upkeep (since there are no steps in upkeep currently). Puddn's steps are for during the upkeep phase itself. No enchantments being revealed during the upkeep phase itself prevents someone from revealing healing madrigal (for example) after the remove dissipates step and getting a free round out of it.

This plays a little into the complex interactions part, but this is one of the complex interactions I like. I do agree on the whole though that the inconsistencies are a problem.

35
Events / Re: OCTGN tournaments
« on: June 04, 2018, 11:14:57 PM »
I'd be down to play pending timing

36
Maybe this is a bit too radical, and would change how the game is ultimately played, but what if I told you that the problem wasn't the order in which things happen being nebulous  8). I contend that the true root of the problem here ends up being the fact that the order changes, thus causing things to play out according to different priorities each turn.


What if we came up with a system in which initiative didn't pass automatically? Some examples from other games: Star wars armada gives initiative to the player who brought the fewest points to the fight (called the initiative bid).
Using a bid system (say someone brought 115 points vs a 120 point book) could make it so that the person with initiative would still get to decide the order of things, but would keep that priority the same.

Star wars destiny, on the other hand, allows you to claim the battlefield as an action to either keep "initiative", or the equivalent of, or take it. This allows priority and initiative to change, but it's done in an intentional manner.

While the above examples are both star wars games, the point is more to highlight different systems that don't have as much of a resolution problem as Mage Wars seems to have. I'm also not advocating for either system specifically,or even that we HAVE to change something, just giving some examples of other systems in hopes of inspiring discussion about what the real problem is and how we might solve it.

37
General Discussion / Re: The current state of MW
« on: May 22, 2018, 11:55:30 AM »
I think everyone is taking everything here a bit too personally. Borg's trying to present data that indicates something. Whether you agree with what the data points to, or not, IS the discussion here. I think the data brings up a good point and a good chance to reflect on how we, as a community, act from here out.

So that is what it comes down to. Are we going to sit around and let the game die out because AW isn't/hasn't/can't/didn't release some new content? Is this really how we want to be remembered, as a bunch of bitter people clinging to (what I consider to be) one of the best games I've played but claiming we couldn't do anything about it?


Or, perhaps there's another way.

Perhaps we could address the issues (inconsistency of the rules interactions, irregular live play, falling popularity on high profile websites, etc) with honest discussions and ideas about what we can do. I'm not personally opposed to making a new, community built/tested rule set that simplifies some of the abnormalities. As Arcane Duels, we tinker with the rules for tournaments all the time! I'm also thinking it's going to take a massive effort on the community at large's part to make it worth AW's time again to invest in this game. Borg's right, the numbers are AN indicator of a larger popularity/income problem. So what are we going to do about it?

38
General Discussion / Re: The current state of MW
« on: May 19, 2018, 08:28:55 AM »
Get over yourself! If you really think we are all stupid for playing MW and you don't wanna, then go away and leave us alone while you giggle to yourself about all us saps I  the corner having fun with it our "dying" game and be done wirh it.
I personally will be much happier not having to see your specific brand of holier-than-thou bull shit.
Peace.

Actual Mage Wars players hang out on this forum. Both perhaps you'd be happier on another forum? Sucks you can't get a game. I average a fair number each month and teach new players fairly often. In your case it must suck to suck huh?

Gentlemen,

Regardless of agreement with the original post's point, this is not how you get new players to want to join/old players to want to return. Take a look below for examples on how to disagree and still contribute to the discussion



That said I hear your concerns jacksmack.  I don’t agree on everything you have said but I agree a new edition chiseled down and less bloated will help this game a great deal.   I don’t have a crystal ball but if a game is good enough it will get a new edition.  And hopefully AW does not wait too long to make it happen.   :D

While I don’t quite agree with the interpretation of the numbers here are my thoughts:

...
Sometimes I wish they could make a reboot of the whole backbone of the game so to speak without adjusting the cards :)
The game is simply to messy, clumksy and complex in some situations as it is.

Banana God, serve a couple up here for Farkas and jacksmack for a good display.





I don't have a problem with disagreements, but I would prefer if we could do this in a bit more of a civil manner please.  8)

39
Events / Re: ADMW Open 2 - An Open Online Mage Wars Tournament
« on: May 08, 2018, 11:43:15 AM »
the front page has what mages have been used under
"Reference for mages used sorted by each player"

40
Events / Re: ADMW Open 2 - An Open Online Mage Wars Tournament
« on: February 25, 2018, 10:22:04 PM »
Sweet, I can beat you in two tournaments now.

Devil wins the thread

41
I've got at least one laying around, though I won't be able to send it until April. If you still need one by then, message me

42
Spells / Re: Dark L1 Enchantments A-C
« on: February 19, 2018, 06:24:29 AM »
[mwcard=MW1E04]Chains of Agony[/mwcard] **

I might be underestimating this old curse.
Pretty good on something that wants to move twice.
With Chant of Rage i could see it deal 4 damage pretty easily.
Target line is "creature" so its a curse that work vs everything.

This is a fantastic curse. Lots of fun uses, no particular order:
1. Get damage on a zombie (every little bit helps)
2. Trigger smoldering curses
3. Get a couple damage points on an enemy mage for 3 mana (2 with ring)
4. Burn an enemy's dispel

43
The original book that this morphed from operated from the fact that you can deploy a level 2 creature from the lair every turn for however long you like (I find most games I get 4-6 level 2's out). That leaves 2 or 3 mana left over/turn for rouse, enchant, force push, lesser tele, etc. Only rouse level 2+ unless you're desperate. The point of such a high deployment rate is to flood the field with dice allowing you to control the board. Wounded Prey plays REALLY well into that kind of strategy and thus it makes marked for death kind of overkill/unnecessary. Due to the amount of level 2 creatures, badger frenzy and panther stealth were both in that version. The above doesn't mean you can't dynamically adapt by casting a level 1 to save mana or a level 3+ but it gives a general mindset for the book.

All that being said, this particular version tried to combine two ideas to ok effect. I think for the bow focused book (this one) to work, it needs more level 1's and attack spells. that being said, 4 elemental wands might be overkill. I usually use elemental wands to draw people out of position and punish them for it. If they are such a big part of the strategy, I htink I"m doing it wrong. Might as well run a large amount of attack spells to keep the pressure up since you lose some tempo if you cast the wand. I like the attack spell idea for this version though.

Have you guys gotten the spear to work out? I find it being outclassed by Kajarah in every game. The mana cost alone of the spear makes it fairly meh to me. Maybe I just haven't figured out the right times to use it

44
General Discussion / Re: Arcane Duels - Community Spotlight!
« on: February 05, 2018, 11:11:52 PM »
Community Spotlight 3 is up!

Click HERE to see it!

I've also added the links to the OP in case you need a quick reference

45
Hi everyone,

This is the book I used in The Shark Tank Episode 4. This is my attempt to make a warlord that uses some of the new cards from the academy set to become a bit of an overwhelming force. Discussion is always welcome, so please feel free to post!






A Mage Wars Spellbook, built using the OCTGN SBB 2/4/2018 5:02 AM

Spellbook points: 120 used of 120 allowed

Key: Quantity - Spell Name - Spell Level - Spellbook Cost - Total Spellbook Cost

Warlord Stats
Warlord

---  Attack  ---
2 - Hurl Boulder - 2 - 2 - 4
1 - Hail of Stones - 2 - 2 - 2
1 - Surging Wave - 1 - 2 - 2
1 - Hurl Meteorite - 3 - 3 - 3
2 - Hurl Rock - 1 - 1 - 2
1 - Stalagmite - 1 - 1 - 1

---  Conjuration  ---
1 - Mana Flower - 1 - 2 - 2
2 - Wall of Earth - 1 - 1 - 2
1 - Ballista - 2 - 2 - 2
1 - Wall of Steel - 2 - 2 - 2

---  Creature  ---
1 - Bloodcrag Minotaur - 4 - 4 - 4
1 - Dwarf Panzergarde - 3 - 3 - 3
1 - Orc Butcher - 2 - 2 - 2
1 - Wychwood Ranger - 2 - 2 - 2
1 - Bridge Troll - 3 - 5 - 5
1 - Dwarf Kriegshammer - 3 - 3 - 3

---  Enchantment  ---
1 - Press the Attack - 2 - 2 - 2
1 - Dig In - 2 - 2 - 2
1 - Standard Bearer - 2 - 2 - 2
2 - Brace Yourself - 1 - 1 - 2
2 - Critical Strike - 1 - 1 - 2
1 - Galvanize - 1 - 2 - 2
1 - Akiro's Favor - 1 - 1 - 1
1 - Ballad of Courage - 2 - 2 - 2
1 - Mind Shield - 1 - 2 - 2
1 - Reverse Attack - 2 - 4 - 4

---  Equipment  ---
1 - Ivarium Halberd - 1 - 1 - 1
1 - Elemental Wand - 2 - 2 - 2
1 - Champion's Gauntlets - 1 - 1 - 1
1 - Tempered Faulds - 1 - 1 - 1
1 - Regrowth Belt - 1 - 2 - 2
1 - Steadfast Boots - 1 - 1 - 1
1 - Morning Star - 1 - 1 - 1
1 - Vorpal Blade - 1 - 1 - 1
2 - Harshforge Plate - 2 - 2 - 4
1 - Commander's Cape - 1 - 1 - 1

---  Incantation ---
2 - Lesser Teleport - 1 - 1 - 2
1 - Force Push - 1 - 2 - 2
1 - Gear Up - 2 - 2 - 2
1 - Seeking Dispel - 1 - 3 - 3
1 - Dispel - 1 - 3 - 3
1 - Purge Magic - 3 - 9 - 9
2 - Purify - 1 - 2 - 4
1 - Remove Curse - 1 - 2 - 2
1 - Teleport - 2 - 6 - 6
1 - Rouse the Beast - 1 - 2 - 2
1 - Overextend - 1 - 1 - 1
1 - Defend - 1 - 1 - 1
1 - Heal - 2 - 4 - 4
1 - Mending Wave - 1 - 2 - 2

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