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Messages - malgor

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1
League / Tournament Play / Looking for a play group in Las Vegas
« on: December 06, 2016, 10:27:37 AM »
Just moved to Las Vegas from KC.  the scene in KC is strong.  Anyone know of some groups in Vegas?

2
Looking for players in the Missouri-Kansas region.  We have a growing play group that wants to have a larger tournament event sometime this summer.  Our organized play sessions are usually between 6-10 people in the Kansas City area.  The tournament would be in KC.  So far we have players from the KC Metro area, and Emporia, KS, interested.

This would not be a massive event, so it might be ideal for people in a short enough distance to make it a day trip. 

If you are a player in the midwest in driving distance to KC, email me at malgor.debate@gmail.com

The tournament would be a Sat or Sun, either in June, or August.  It really depends on availability as we want to maximize numbers.

3
Rules Discussion / snatch and guard
« on: November 23, 2013, 11:37:09 PM »
If a creature with the guard token is snatched into Thornlasher's zone, does it get to make a counterstrike attack?  i assume the answer is yes because the "damage and effects" step triggers the snatch.  Thus, when the "counterstrike" step happens, the thornlasher is a legal target for a melee counterstrike.

Am i reading this correctly?

mg

4
Spells / Re: Spells you would like to see
« on: September 27, 2013, 12:43:23 AM »
I haven't read through all of these, so maybe this has been mentioned, but I would like a dark spell that allows you to either sacrifice life or gain damage to increase your mana. It could be precise

This mage immediately gains 2 tainted markers and 6 mana

or

Roll 8 attack die- the mage loses rolled amount of life, and adds the rolled amount to his/her mana pool.

It would probably need to be epic.  Main thing would be the proper balance between life and mana.  should it be 1:1?  More life lost than mana gained?  The other way around?

5
General Discussion / Re: Conquest of Kumanjaro release?
« on: June 28, 2013, 01:28:30 PM »
well i've called every FLGS in my area and none of them have gotten the expansion in today.  most are saying next week now.  dunno who in the chain of distribution screwed this up, but it's bush league!

nothing worse than a release date that is a lie!

6
General Discussion / Re: So...who won Origins?
« on: June 20, 2013, 12:12:54 AM »
Congrats to all those that placed.  Double congrats to the winner. 

7
General Discussion / Re: Promos help
« on: April 16, 2013, 07:08:39 PM »
I have one. Will scan when i get home.

if this photo is too large zoom out.  not very good at scanning.....

8
Player Feedback and Suggestions / Re: A variant that plays faster
« on: April 14, 2013, 07:27:52 PM »
yeah 4 hours is way too long.  i've played a 6 player game that didn't last 4 hours.

i think what is delaying the game is probably the players.  taking too long to pick spells, decide what to do, etc.  a variant may solve your problem but the odds are it's the players that are making the game longer....so a variant will inevitably take depth from the game.

i do seem to pick my spells faster than a lot of people.  maybe i'm just stupid that way lol.... but i do think tournament play needs an egg timer.  not for casual games, but i don't see how mages need to take more than 90 sec-2 min to pick their spells.  hmmm maybe i'm off on how long i take.  i'll try and remember to time it next game and see what avg planning time is.

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now go forth and show your son the meaning of pain!

10
the forcemaster is real tough since you have to go in there and go toe to toe with her big swings.  I always keep at least one skeleton in my warlock deck bc psychic immunity is a big help against the forcemaster.

one strategy I've used against FM is enfeeble curses with force push.  get enfeeble on her, then when you attack you can immediately throw your quickcast down to push her out of the zone so she can't hurt you.  of course this only protects you so much.

11
Player Feedback and Suggestions / Re: Expansion policy
« on: April 12, 2013, 02:31:22 AM »
agree with all the points about the core set being enough.  it's actually enough for 4 people to all have pretty balanced decks and play great casual games.  spellbook customization just means the core set will keep you busy as long as you like.

and remember, the expansions aren't going to add a lot of new stuff for old mages-they are primarily going to be about establishing the cards needed for new mages.  So the expansion should never be something you need to buy in order to win.  You should buy expansions with mages you think would be fun to try or themes you find interesting.

trust me man, you wanna buy this game.  my biggest problem with it is that even though I'm getting several nights a week of the game in, i still want more friends/opponents to play against me all the time.

12
good start!

just a few things:

i think you need more curses..  enfeeble is great (makes them slow, buys you time).  you def need some maim wings to get rid of flying traits.  and poison blood to prevent healing.  magebane is also clutch-mage takes 1 direct damage for every spell cast.

ring of curses and the torment amulets are also must-haves IMO.  if you're curse heavy the ring will save you 1 every round.  Torment amulet is great bc in the upkeep phase you can pay one mana for each creature that has a curse on it to do one direct damage to them.  

this means with a card like death link you can pay 1 mana in upkeep to do 3 direct damage and heal 2 on yourself.  if it's a big creature and you throw enfeeble on there, you can just play dodge ball until it dies.  and remember these curses aren't big mana drains.  

also, remember your special ability which i think is underrated- you can put one curse back in your book when a creature dies.  remember this when you select curses and analyze your sequencing.  you can safely throw a ghoul rot on that bobcat at the end of the round and know that with your amulet it will take 3 damage, and when it dies you get that ghoul rot back.  can't tell you how helpful this is when dealing with low level creature swarms.

conjurations.  you need stuff to help you control the whole board. here's a rundown of the ones i find most handy:

idol of pestilence- every creature takes 1 damage each upkeep phase.  basically puts an egg timer on the game, and smaller creatures are nearly dead by the time they cross the board to come after you.  you have more hp than anyone else

deathlock- every creature has finite life.  this is clutch against a priestess especially.  she must destroy this conjuration for her turtle to work, without heals she is not going to make it.

suppression orb- every non mage costs 1 mana for every zone they move.  slows swarms down.  

personal enchantments:

mongoose agility (you need to be able to evade guards and not be hindered)
falcon precision (ignore defense rolls)

don't take all my advice as an indict of your deck, these are just tips for what you might want to add to control different strategies.  i love the warlock and thing his moveset matches his theme so well....

13
General Discussion / Re: List Your Favorite Mages
« on: April 11, 2013, 02:54:12 AM »
1) warlock- love the theme and the imagery of having one mage out there alone.  and his style is great- pester the enemy with dot until you're built up-then go for the kill.  or, you can be hyper aggressive against a conjuration deck and keep them off balance.

2) priestess- i like the holy theme, healing etc.  The temple build is straightforward and feels constraining at first but mid-game you have a lot of opportunities for flexibility.  Also, her special ability of removing a condition is sooo goood.

3) Wizard- most spellbook flexibility, and he's all about reversals and turning the tide.  Voltaric shield is pretty handy.

4) beastmaster- straight forward but really shows the skill needed to properly execute an action economy advantage against competitive players.

5) forcemaster- haven't played with her much but i like her control style.  i don't think she's imbalanced, i just think she requires a high learning curve for BOTH players in a game to figure out.

6) warlord- have only played as him once.  i like the theme but don't like the lack of arcane spells.

admittedly, i've only played a decent amount of games with 1-3.  right now I am just loving that warlock curse deck, though sectarus isn't doing much for me so far.

14
it says on the thread on the website that they are waiting for image files from AW to add the cards.

15
i have 17 in my warlock deck.  i'm a little worried about this guy bc the last few games i've gone without casting a single creature....it's working but it leaves no damn margin for error!

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