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Messages - Gogolski

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1
General Discussion / Re: The future of Mage Wars
« on: January 12, 2018, 08:35:25 PM »
...
- Armor issue
This bullet is very connected to the first one. In my mind armor and defense are two functions that prolong the game in a less desired way. Thematic it is great. But it is frequently seen that both mages and creatures stack a lot of armor which basically neglects 1/3 of all die rolls. This isn't very inspiring for an opponent. On top this is armor stacking very efficient and a good strategy as well. I would say most Armor spells should have been much more expensive.

Armor issue is a disaster. This is probably the biggest flaw in this game. And apparently AW does not understand this which is a catastrophe.
Armor issue has always been there. Since release.

First catastrophe:
Wizard voltaric shield + armor + Passive regeneration.

Second catastrophe:
Druid treebond - or lifebond. Also you can add vinemarkers to this equation since it also slows the game down in the sense that rushing vs a druid is impossible.

And as if lifebond is not completely and insanly overpowered in itself they also added Barkskin.

Third catastrophe:
Veterans Belt. Congratulations... you have now broken Mage Wars.
If i express my self further regarding this card, i will probably be banned from the forums, so ill leave it at this.
...
Add to the mana cost of armor the amount of armor the mage already has. (Or twice the amount if that's not expensive enough)
You could do the same for the veterans belt: each damage conversion has a cost. It's only one mana to activate it, but you must decide when an attack is declared before dice are rolled.

2
General Discussion / Re: Forcemaster Academy Spoilers!
« on: June 02, 2017, 04:49:36 PM »
Depending on what other cards use this mechanic of spending dissipate tokens to power an ability, these quick cast force creatures might be the necesary coin to power said abilities. I quite like the idea of casting your coin on the  board, knowing it will disappear, but untill it does, your coin can hit or guard. If you want to use your special powers, you 'burn' your creatures to power them.

We'll see what else is consuming dissipate tokens.

Both the upkeep-cards and the dissipate-cards are well in theme for the forcemaster.
She was the mage of powerfull abilities with an ongoing cost, these upkeep-cards are her post-paid abilities. Now she changed her payment plan to a pre-paid system with the dissipate-cards.

3
General Discussion / Re: Channel markers!!!
« on: June 01, 2017, 04:46:40 PM »
I use some pink wooden 8mm cubes that act as 5 mana markers. Seedling pods have never been a problem by using these.

4
General Discussion / Re: Can OCTGN work on a MacBook?
« on: May 07, 2017, 11:41:05 AM »
Oh no! Looks like no more OCTGN for a REALLY long time!
Well I guess at this point, I might as may say goodbye to mage wars. I don't think I will be able to get on for at least a year and a half.
Now is a good time to get your cardboard box of Mage Wars out and play games with people face to face.

5
Rules Discussion / Re: Enchantment Transfusion VS Dispel
« on: April 19, 2017, 06:10:15 PM »
Making the dispell useless only works if you move the enchantment(s) to another creature which is not the target of the dispell. If that other creature also has an enchantment transfusion, you can move them back right after the dispell fizzles. It might cost a lot of mana, but protecting certain key enchantments (and at the same time destroying an oponent's dispell) could be worth it.

6
Spells / Re: Tataree... reasons to play?
« on: April 16, 2017, 07:36:09 PM »
I think the only reason to play Tataree is speeding up the three-mana-requirement for Seedling Pods to bloom.

(And if you can pull it off: Dealing the killing blow to the oponent mage with a butterfly reeks of style...)

7
Website Support and Feedback / Re: Spellbook Builder
« on: April 16, 2017, 06:21:04 PM »
Even if the spellbookbuilder can't be updated soon, it would be nice to have all the new cards in the spell list on this site (including all promos if posible). It would be handy to quickly reference cards and to be have the oportunity to insert the pop-up card previews when posting on the forums. Completing that list would be a huge step forward and it's surely something that needs to be done anyway when the spellbookbuilder gets its update.

8
Custom Cards / Re: Loan from Voltari / Infernia
« on: April 16, 2017, 09:22:11 AM »
Mana Crystal Mine
5 mana, Quick action cost, Conjuration, Target = Zone, Range 0-1, Level 1 Earth
3 Armor, 6 Life
Zone Exclusive, Dissipate 5

When the last Dissipate token is removed, the controlling Mage gains 10 mana.
Once per round, as a full action, a friendly Goblin or Dwarf creature in this zone may remove 1 Dissipate token from Mana Crystal Mine.
Here's a Mana Mine variant:

Mana Mine.

6 mana
Quick action cost
Conjuration - Mana
Target = Zone
Range 0-1
Lv 1 Earth or Lv1 Arcane
1 Channeling
3 Armor
10 Life

Mana Mine comes into play with 6 mana.
As a full action, a Goblin or Dwarf may mine 2 mana from the mine.
When there is no more mana left on the Mana Mine, destroy Mana Mine.

* Note that a non-friendly dwarf or goblin may do this as well

9
Creative / Re: New spell: Beer Strength
« on: April 15, 2017, 05:17:28 PM »
On topic though:

...
Trait: Dissipate 2

Target gains a boost of courage, but is somewhat disoriented. Target can ignore guards, but one guard in zone can counterstrike if desired regardless of this creature's melee target. Target gets Melee -X, where X is the number of dissipate markers on the enchantment, and gains the Pest and Unavoidable traits.
I like the spell, butI would rather give the target a +melee bonus and a chance to miss instead of unavoidable.

Dissipate 3

Target gains a boost of courage, but is somewhat disoriented and has to roll 2 + 2X or higher on effect die or miss his attack. Target can ignore guards, but one guard in zone can counterstrike if desired regardless of this creature's melee target, and then looses his guard marker. Target gets Melee +X, where X is the number of dissipate markers on the enchantment, and gains the Pest trait.

10
Creative / Re: New spell: Beer Strength
« on: April 15, 2017, 05:06:21 PM »
Its how i pronounce Bear Strength already :)
I think everybody does. (...and I and most of my friends/gaming buddies are beer lovers. I myself usually have around 30 to 60 different beers in my house to enjoy while playing games.)

11
Strategy and Tactics / Re: Animal Kinship
« on: April 15, 2017, 05:00:54 PM »
Goblin builder.

He needs a full action to cast a corporeal conjuration, his next action is a move action to position him for the next conjuration, while you are saving the mana for that conjuration (or for putting a bigger creature out).

He can take care of the actions needed to get the kinships in place while your straywood does other things.

Preferably non-mana-intensive things.

Go forward early so your builder can stay at the back and plant Mana Flowers, Kinships, an Enchanter's Wardstone, Meridia's Blessing while your Straywood hits stuff, enchants or heals now and then, quickcasts Lv1 animals and Fullcasts a bigger threat (which has enough life to guard) now and then. Put three Ring of Beasts in your book to bait dissolves/crumbles, they are so cheap you'll get your mana out of it.

The Goblin Builder is great and does not get enough love in my opinion. (He's good with a siren too => Shallow seas, coral walls, bed of urchins, mana flowers, the wreck,...)

12
Custom Cards / Mana Orb
« on: April 14, 2017, 06:01:10 PM »
Mana Orb
Conjuration - Mana
Cost: 10 mana
Quick cast
Range: 0 - 1
Target: Zone
Arcane Lv1 & Mind Lv1 & Earth Lv1
Armor: 1
Life: 9
Flying
Epic
Though +4
All friendly channeling objects gain channeling +1
During upkeep, move the Mana Orb one zone closer to your mage, then every friendly channeling object within one zone of the Mana Orb receives 1 direct damage.

It gives that much mana, it hurts.

This card can be a real mana fountain.
As it folows your mage around in the arena, it will always be in the fray of battle or it will help to move the fray of battle towards your mage/orb combo.

As it deals damage to channeling objects (including your mage), it will not always be an immediate target, but if it gives too much (or threatens to give too much) of an economy advantage, it will surely attract some hate from your oponent.

It is a three school spell, so it surely should take up some space in a spellbook.

The tough +4 makes it vulnarable to corrode/fire (and possibly frost?). I was going to give it "living" trait to make it vulnarable to rot/bleed, but it seems too unthematic (and I wouldn't like it to become healable)...

A Samara Druid, a 4-Thoughtspore Forcemaster, a GateToVoltari+Tower+Hugin Wizard or even a Barracks+ConstructionYard+Gurmash Warlord could realy benefit from this conjuration, other mages might consider a multiple familiar build...

I always thought the Goblin Builder should have "Channeling 0" (to be possibly buffed by Harmonize and now also Mana Orb.) With this card he would probably enjoy a lot more table time...

13
Mages / Re: This might be interesting. A poll dudes and dudettes
« on: April 13, 2017, 03:36:19 PM »
...
and veteran is a crappy ability.
If only they could stack...

14
Mages / Re: Alternate Wizard Expansion...
« on: April 09, 2017, 04:11:30 PM »
Air wizardess abilities:

During upkeep give a corporeal friendly non-mage creature the incorporeal trait untill the end of the round by paying mana equal to it's level.

Once per round give a friendly creature up to 1 zone away the flying trait at the beginning of its action phase untill the end of the phase (round??) by paying mana equal to it's level -1. (=> untill the end of the round should be more expensive, but is very thematic, as she just spirits a creature away...)

Once per round as a quick teleportation spell the air wizardess may swap places with a friendly incorporeal creature by paying mana equal to the creatures level + 1 per zone they are distant of one another.



This mage is an escape artist. She vanishes in thin air presenting a whispy, smokey creature in return. Her creatures become air and difficult to hit or take to the air.

[EDIT]
Staff of storms would be great. Hang back till it gathers a few tokens, close in, hit hard, teleswap with an incorporeal creature.
[/EDIT]

15
Spellbook Builder / Re: My spellbook builder
« on: April 09, 2017, 03:18:59 PM »
An export to .txt and an export as forum spellbook would also be very nice.

I really appreciate you taking the time to provide the players with a functional and up to date SBB.
Thank you very, very much!!!

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