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Messages - Stormmaster

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106
Q1. I am assuming a Damage Shield would still do damage even if defender got pushed?  So the DS still does damage but the counterstrike wouldn't work? 

I guess I am still hung up on the working about the defender can choose to counter attack at time they are being attacked.  But I do understand the push and non viable target post push.  So not revisiting, just now clarifying the damage shield thing.

Main reason is I use the Whirling Spirits a lot with my Air Wizard deck.

Bonus question:
If a card doesn't say you have to pay extra to push things through walls (like pay 3 more etc) does that mean you can push through walls with passage attacks for free to get the wall damage.  So the Whirling Spirit can push someone through a wall, get the passage attacks and not pay any extra mana correct?

107
I don't think that was their question.  The question about the counter attack was in reference to the Whirling Spirit which is a melee attack.  There are 2 separate questions in this thread.

1.  Chain Lighting/Intervene interaction (multiple target)
2.  Whirling Spirit vs Guard (counterattack)

So while it is true Chain Lightning is a ranged attack it doesn't pertain to the Whirling Spirit question.

108
Strategy and Tactics / Re: Troubles with the forcemaster
« on: August 21, 2013, 12:05:25 PM »
Unavoidable attacks are definitely great in this scenario.

My issue is Gravitar, what is the way around that.  Other than defenses and guards.

If you steal Gravitar (and are not also a ForceMaster so can't equip it) I assume it gets destroyed?  Since you have possession of it when destroyed does it stay destroyed or still go back into the FM spell book to come out again?

If you cast an equip on them would they have to destroy the equip before equipping Gravitar.  I'm assuming they can't swap and put Gravitar in it's place right?

109
hmm I would think the guard could make a counter attack since the counter attack is declared at the time they are attacked (which presumably would be before they are pushed)?  It doesn't seem right that they would only get the choice to counter (or be denied that option) after they are pushed.  I could be reading it wrong though.

P.27 Step 7
If the attacker made a melee attack on the defender, and the
defender has a quick melee attack with the Counterstrike
trait, the defender may choose to counterstrike the attacker at
this time
. This is a “free” quick melee attack against the attacker.
The defender may counterstrike, even if the attacker’s attack
was not “successful” (did not roll dice because it missed or
was avoided).
The counterstrike attack is resolved like a normal attack,
starting with Step 1: Declare Attack, except that no
additional counterstrikes occur.

110
Strategy and Tactics / Re: Too big to kill
« on: August 20, 2013, 11:35:22 AM »
Yes IMO Troll is too easy to kill to be a replacement in the scenario you mention.  Just my opinion of course.

Armor is a big factor in that decision (at least for me).  Because of that I think the Bridge Troll is worth killing since it doesn't have armor.  Ya 3 regen sucks but every damage hits, so with a couple creatures or a well places spell the Bridge Troll falls over WAY easier than an Iron Golem.  If said Troll gets beefed up with Rhino Hide I might think twice.  It is about return on action investment factors.

EVERYtime I've seen an Iron Golem come out I just ignore them.  Why do I ignore them?  Because just like you said it isn't worth your time to kill them.  If I expended enough of my creatures/spells/attack resources to take out a creature with 5 armor and 13 life...how much damage could I have done to the opposing mage instead?!
Take that damage and resources and apply it where it will do good.  Because let's say I even did expend enough resources to kill it, after it is dead they can summon another, all the while they gain a ton of action advantage.  You could literally spend the entire game killing opposing mages creatures but it is much faster and more efficient to just kill the opposing mage instead.

Harder to ignore if they use them as guards, although you can use ranged attacks or go elusive to get past that, then they just wasted an action phase not doing damage.

I do use the Gorgon Archer like you said for bait.  She draws a lot of aggro (and that is great), with her armor and regen and ranged attacks she can hold her own for a good while.  I love it when they go for her instead of for me, let's me build up and do other things while their focus is diverted.

111
Ooh interesting, very cool Zot.  I love the Gorgon Archer, one of my favorite cards.  I used her and a basilisk and an air spirit.  Creatures that can push other creatures are kind of fun!  :)

112
Well I gave this a go mixing a couple out of school expensive combos together and it worked and I won but it also did just like I predicted...spread my overall book a bit thin.  To put some of the big heavy hitters in with the correct enchant support is costly but effective.  It also feels a tad vulnerable, kind of one of those things it either works wonderfully or is a wonderful failure lol.

I just made a wizard deck with only 5 creatures and I don't think I've EVER played with so few creatures.  It did kind of make me nervous.  Like what happens when you run out of creatures?  yikes.  Has anyone ever played a game where they ran out of spells or ran out of creatures even and it was just your mage left?  I guess most games don't usually go that long.

Honestly though with the wizard decks as long as you put Gorgon Archer + Basilisk in together (and properly support them) it is almost hard to lose.  Basilisk crippling things so they can't move and Gorgon weaking and doing decent damage, by the time anything actually gets to you they are rolling 1-2 attack dice so they are like weak kittens you can just zap and finish off.  And it if they want to play the range attack war with the Archer + Wizard + Wizard Tower they can have at it.  p.s.  That isn't to say there isn't a counter strategy to it, I think there is to almost anything (makes the game fun) there are no silver bullet game winners per se.

113
General Discussion / Re: What is Arcane Wonders attitude towards Octgn?
« on: August 20, 2013, 07:27:31 AM »
I would think (hope) that it would actually increase their sales.  As people try it out online that will make them want to buy the board game.  The board game version feels so much more "real" and maybe because I'm tactile I like hovering over that board and feeling like I'm part of the action in the arena.  Online is cool too though from the standpoint it gives you more people to play with, but it is a different feel.

If AW was wanting to get into the digital gaming and make their own server like MTGonline has now I could see that being an issue though for sure.

114
Strategy and Tactics / Re: Mana Leeches Against Control?
« on: August 19, 2013, 01:22:01 PM »
I like the idea of mana leeches (mana denial is a viable strat) but they seem a bit too vulnerable.  They can either be ignored or killed too easily to really make a huge power shift.  I still use them from time to time but often times toss them in as cheap chump guards I don't mind if they die, or just use them to have an extra action marker over my opponent as I prefer going first so I can hurt the opponent before they can hurt me.

Although one of the games I did win with the wizard I had 4 of these leeches out and with other mana denial they were making it so my opponent couldn't really cast much to do much of a defense or offense.  I think they were down to channelling 6 mana net per round, so these little buggers have their place but overall I'm not hugely impressed with them.  My last Wizard build I didn't even put any of them in.

115
Strategy and Tactics / Re: Push Wars - Wizard vs Forcemaster
« on: August 19, 2013, 01:14:27 PM »
Thanks for the advice all.  I played this push war out as the Wizard this weekend and it was quite successful.  So far my Wizard is undefeated regardless of what build I have played him as (earth, air).  So this adds a bit of flexibility to his already awesome set of abilities.  Multiple win conditions and damage mechanics are great to add options and be able to counter various other builds.

The Wizard Tower is such an awesome card and fits well in whatever strat.  Here in particular for pushing mobs around.

116
Rules Discussion / Re: Passage Attacks pushes and Wall of Pikes facing
« on: August 16, 2013, 07:52:50 PM »
That does make sense that there is no restriction/additional mana cost pulling through since there is no passage attack going that direction.  You aren't going through a passage attack.

117
General Discussion / Re: Promo cards
« on: August 16, 2013, 10:30:21 AM »
Actually that distinction for purpose does make me feel MUCH better about promos.

I was kind of anti promo because I don't want the game turning into a trading card game like Magic where you have to find those "rares", which give people that have access to the rares or the cash an advantage over most other players.

That was one of the draws (at least for me) about Mage Wars.  EVERYONE has access to the SAME card pool so no one has an advantage over another.  Plus you always know what you are up against.

As long as the cards are used to beta test cards they want to put in future expansions (that EVERYONE will have access to) and isn't used to give "some" people a competitive advantage over other people that don't have access to promos then the promos are a great tool to help the game.  Having thoroughly play tested cards before going to print is awesome.  One of the worst things they could do is print a card and then change it or nerf it after it goes live to the public, so promo/testing would help prevent that occurance.

So I've switch my anti promo thoughts to it will help the game, since not used for comp advantage.  Cool.

118
General Questions / Re: Nullify
« on: August 16, 2013, 10:15:34 AM »
I hadn't thought about nullifying the opponent mage.  I have just used nullify on myself for defense (usually to protect a wand or something), but that is a really good idea to use on other mage.  Depending on what they cast (esp if it is another Enchantment) it would probably cost less mana to destroy the enchantment via nullify then to dispel it after it is cast.  Thanks for the idea!  That is why I love these boards, can really open your eyes to different options and to learn new ways to play cards, especially for people like me that are new to the game.

119
Some of the intro videos that are on YouTube are pretty engaging, brief, and draw you in.  Not the ones of watching someone play (although I enjoy those) but the ones where they talk about the Mages, abilities, etc.  If you can get them to watch a couple of those for 10-15 min they do a really good job of both explaining the game but making it look cool.

Reaching a 'common ground' to help bridge them from a game they are used to is helpful, as was mentioned.  For example I have a friend of mine who plays Magic the Gathering and we also play Summoner Wars.  I love both of those games, but I love Mage Wars too (for different reasons).  But it is easy to draw some references to Magic (color vs school of magic theme) and Summoner Wars (since it is a card game on a grid type board).  And yes yes I realize Mage Wars is TOTALLY different, in so many cool ways, but my point is it makes them 'connect' to it a little easier. 

For me the biggest thing is the spell book concept, and not being bound to what card is on the top of my deck (which is the big draw back of MTG, Summoner War, and a TON of other TCG).  Plus Mage Wars is more dynamic and a living card game.

Unfortunately I think you are either into these kind of games or not.  So I have friends that play MTG that love Mage Wars, but the ones that aren't into those "type" of games won't even touch or try Mage Wars.  I guess it kind of sells itself in a way, if there into the genre it isn't a tough sell.  Once they try it they are hooked though.  Plus I have a couple friends who we have tried practically EVERY type of fantasy game, card game, board game, other games.  You name it we've tried it (been a bit of an investment and I'm sure Amazon Prime loves me) lol.  But I'd say out of all of them Mage Wars is easily in the top 1-2 games and one we keep going back to time and time again.

120
I never use a 'default mage build' even with the new expansions.  But you are right, just because there is a guide doesn't mean people have to follow it.

When my friend and I were learning we quickly (as in part way through game 1) learned the apprentice book was way too limiting and while good to get a feel for the basics of the mechanics of gameplay (like moving, damage etc) it really didn't lend a feel to the true awesome power at a mage's disposal (esp w the lack of the ability card).  We used apprentice ONCE and never looked back, and that was more than enough learning time to figure out the game.

I kind of think losing though can lead to the best learning experiences, it helps you adapt your game.  Fortunately (or unfortunately depending on how you look at it) I have never lost a game yet (local meta I'm sure).  I've only played around a dozen games though, so not a large sample size.  But I am actually looking forward to when I do lose so I can figure out how to up my game to the next level.  My friend (who has lost all those games) STILL wants to play and keeps wanting more.  That is a true test of a good game, can you lose over and over and still want to play it? 

Trying new things, sometimes going defensive, sometimes going offensive etc etc.  That is the best part of different decks/mages is tweaking little things. It's a FUN learning experience (win or lose)...What worked that time?  What wasn't so hot?  Which cards have I put in but never use?  Which cards do I "go to" nearly all the time?  It IS all part of the learning curve but that can be learned while playing.  The rule book is extensive but the move and casting mechanics we picked up in a matter of a couple of rounds, it is the deeper strategy and methods that make the game so inviting and keep us coming back.

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