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Messages - ACG

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46
Rules Discussion / Re: Renewing fountain/Push/Gate to hell
« on: May 04, 2015, 02:23:14 PM »
On the subject of Gate to Hell, it received updated wording in the 4th printing. It's now able to have creatures summoned by your Pentagram appear in its zone. I'm working on getting everything updated into the Rules and Codex supplement. Hopefully that will be done soon.

That is absolutely fantastic. Much more useful now.

47
Rules Discussion / Re: Renewing fountain/Push/Gate to hell
« on: May 04, 2015, 01:30:42 PM »
Hello everyone, I have some questions. English isn't my birth language so the rules aren't really clear for me. So firstly, I don't understand what they mean by " friendly creature" in the card "renewing fountain", do they mean all my creature except my mage? And if that is the case, for the "Eatherian Tree" does it affect all the creature in the arena (enemy and ally)?

"Friendly creature" means any creature controlled by you or another player on your team. Your mage counts as a friendly creature.

Yes, [mwcard=DNJ03]Etherian Lifetree[/mwcard] applies to all (living) creatures (and conjurations) in the arena, itself excluded.

Secondly, can I push the creature on the border of the arena? Or does it count as a lethal barrier?

The arena is surrounded by impassable walls. If you push a creature into one of these walls, it suffers an unavoidable attack of 3 dice. Not necessarily "lethal", but still damaging.

Finally, for the "Gate to hell" do I have to be on the zone to open it? And if yes, does it attack me too? And can my creature summoned by the Pentacle appear at the gate?

You do not have to be in the zone to open it.

It will attack you if you are within range.

Creatures summoned by the [mwcard=MW1J17]Pentagram[/mwcard] may NOT appear at the gate; only creatures that your mage personally summons may appear there. (confirmation requested)


Edit: The issue about pentagram creatures appearing in the gate's zone is, oddly enough, not in the rules supplement, though I could have sworn there was a clarification there. Am I just mis-remembering this? If somebody could confirm this, that would be great.

48
General Discussion / Re: Fire weaving Warlock
« on: May 04, 2015, 08:21:09 AM »
No, because the creature (and all objects and markers attached to it) no longer exists when it is time for the warlock to move the burn.

Edit: Also, this should be in 'Rules Discussion'.

49
Alternative Play / Re: New team format! don't know what to call it
« on: May 04, 2015, 12:08:17 AM »
In terms of a name, how about "Mage Wars: Annihilation"?

I was thinking though, if a mage has 'died' and then carries on playing, I would assume that the 'dead' mages living opponents would not waste their resources attacking that mage and concentrate on the remaining 'living' mages.  However, the 'dead' mage would be a complete hindrance to the 'living' mages.  I think that you could consider some kind of restriction on the 'dead' mage such as a limit to quick action, non-attack spells, half mana channelling (rounded up or down) or something like that.  I think that there must be some kind of penalty for dying, otherwise the death of a mage doesn't have a great enough impact on a team.

Since the objective is to kill all enemy mages, you don't need a penalty for dying (being one death closer to losing is the penalty). In fact, if the dead mage becomes stronger in some respects, that will keep things interesting for the losing team.

50
Alternative Play / Re: New team format! don't know what to call it
« on: May 03, 2015, 06:28:40 PM »
"Medium War"

As long as one mage is alive, they channel the spirits of their fallen comrades, keeping them in the arena.

To further the theme, dead mages are reborn with the Indestructible and Incorporeal traits (and obviously traits like Nonliving that are associated with Incorporeal).

51
General Discussion / Re: Togorah
« on: April 30, 2015, 01:36:10 PM »
I have considered Tataree, but have never actually used it to support the plants. It is interesting that it is the only quickcast creature in the game, other than of the BM's ability with level 1.

I haven't used her, either.  I figure she's equivalent to putting Harmonize on your Vine or Samara Tree, but more versatile and (potentially) more difficult to deal with (e.g. she can't just be Dispelled; doesn't get destroyed when the tree falls; pretty much takes an unavoidable ranged attack to take her out).  Kind of cool, but risky if you want to use Idol of Pestilence (especially if your opponent then drops [mwcard=MW1J19]Deathlock[/mwcard] - yikes!).

The primary value of Tataree is in making Seedling Pods bloom faster. If you want mana, a Mana Flower or Harmonize is much more efficient, since Tataree doesn't pay back its cost until the 7th turn after casting at the earliest. The thing that Tataree can do that no other mana booster can do is to put additional mana on the pods.

52
I would assume that the board game takes a few liberties with the story in order to make an interesting game, as many such games do. Likewise, the story takes a few liberties with the rules of the game in order to make an interesting story. I would not be too worried if the precise mechanics of magic and magical training are not exactly the same in both.

53
General Discussion / Re: Starting a Wiki
« on: April 28, 2015, 09:11:22 AM »
So the interactions format is

[Card name or codex term]: [Entry]

That is fine; what about the codex entries?

Basically, I want to give each bullet point a short and descriptive label to be used as a button, so that players don't have to read through all the text when looking for clarifications. I think Q&A format would work the best, but anything that lets you shorten things to a sentence would work.

For example, with Blue Gremlin you could simplify his codex entries by moving some of them to interactions:

Unmovable/Restrained:Blue Gremlin can Teleport even if Unmovable or Restrained.

Hindering:

And then labeling the codex entries:

Description of ability: When this creature is activated, you may pay 1 mana. If you do, Gremlin gains the Fast trait until end of round, and until end of round he can’t take normal move actions but can Teleport to an adjacent zone instead of a move action.

LOS requirements: He does not need to have LoS to the zones he Teleports to.

Interaction with mandatory action effects:If a mandatory action effect would force Blue Gremlin to move, and this move could only be performed by using the Teleport ability, Blue Gremlin would not be forced to use that ability. (This is because the mandatory action effect only applies at the moment Blue Gremlin would be choosing an action, which is after the time that the Blue Gremlin’s ability is used. If Blue Gremlin did choose to use the Teleport ability, it would then be bound

Meaning of "Move Actions": Teleporting to a zone counts the same as a move action for the purpose of the number of actions you can perform in a round, but are not “move actions” for any other purpose. Thus, by paying the 1 mana, Blue Gremlin could teleport twice, and then take a quick action. He can do this even if hindered (hindering has no effect on Teleporting).

Maybe not the best headings, but the important thing is to break up clarifications into little parts when possible and label each part clearly.

54
General Discussion / Re: Mage Wars: the Nature of the Beast commentary
« on: April 26, 2015, 05:41:32 PM »
Spoiler Altert? ;-)

Oops. Forgot to say that. Edited!

Given the usual meaning of "spoiler" on these forums, I suspect this title change may attract more views than it warns away.

55
Spellbook Design and Construction / Re: Review my spellbook.
« on: April 26, 2015, 03:42:46 PM »
-  I don't know what meta you're playing with, but do you need Mana Prism? That's 4 spell points.

Personally, I always include mana Prism in any swarm book. It really helps against Suppression Orb/Mordok's Obelisk, which can otherwise be (more) devastating.

56
Rules Discussion / Re: Force Push and Wall of Pikes
« on: April 25, 2015, 05:09:22 PM »
Quote from: Rulings and Clarifications
This wall is unusual in that it only attacks creatures who try to pass through from one direction. It attacks creatures passing through from the top side of the card (the side the pikes are pointing towards). It is considered to have the Passage Attacks trait only from that direction.

Whenever a card references "Pushing or passing through a wall with the Passage Attack trait", it only refers to the direction of Wall of Pikes which would attack the object. For example, when deciding if you should pay extra mana for Push effects like Force Push, Force Bash, and Force Wave, you need to only pay the extra mana if Pushing creatures through from the side which would attack them.

Creatures can move freely through Wall of Pikes from the other side. This side does not have the Passage Attacks or Passage Blocked trait.

57
General Discussion / Re: Libro Mortuos vs Graveyard
« on: April 23, 2015, 08:26:13 AM »
Is there a time where I want both Libro Mortuos and Graveyard?

You could keep Libro as a contingency plan in case Graveyard is destroyed.

Otherwise, you usually won't have enough mana to profitably use both. If you want a large swarm fast, it is generally better to just use Libro and your full action to summon them. By this method, it is possible to have 8 [mwcard=DNC24]Zombie Minion[/mwcard]s/[mwcard=DNC19]Venomous Zombie[/mwcard]s by turn 5:

Turn 1 (20): [mwcard=DNQ02]Death Ring[/mwcard] (5) + Libro Mortuos (9) = 6
Turn 2 (16+1): Zombie (6) + Zombie (6) = 5
Turn 3 (15+1): Zombie (6) + Zombie (6) = 4
Turn 4 (14+1): Zombie (6) + Zombie (6) = 3
Turn 5 (13+1): Zombie (6) + Zombie (6) = 2

You can use the extra 2 mana for a [mwcard=MWSTX2FFE04]Brace Yourself[/mwcard] if your opponent rushes. By comparison, you cannot get a similar swarm as fast using Libro+Graveyard(+Meditation amulet, generally) because you just don't have the mana.

If you want to use both, it will take you longer to set things up so that you can actually use them. One possible strategy that could work is:

Turn 1 (20): [mwcard=DNQ02]Death Ring[/mwcard] (5) + Libro Mortuos (9) = 6
Turn 2 (16+1):[mwcard=DNJ04]Graveyard[/mwcard] (14) + [mwcard=DNC23]Zombie Crawler[/mwcard] (3) = 0
Turn 3 (10+2): [mwcard=DNQ10]Meditation Amulet[/mwcard] (4) + [mwcard=DNC15]Skeletal Minion[/mwcard] (4) + [mwcard=DNC15]Skeletal Minion[/mwcard] (4) + Meditate(+3) = 3
Turn 4 (13+2): [mwcard=MW1C32]Skeletal Sentry[/mwcard](7) + [mwcard=DNC08]Unstable Zombie[/mwcard] (8 ) + Meditate (+3) = 3

After turn 4, you will have 15 mana to spend per turn and 2 discounts, which is a respectable amount. You can summon smaller skeletons to protect you when under threat, and larger zombies when reasonably safe. Your quickcast can be used to cast [mwcard=MWSTX2FFE04]Brace Yourself[/mwcard] repeatedly on yourself for protection.

Now that I think about it, the latter strategy isn't so bad after all; you just need to mix skeletons (defensive) and zombies (offensive) to protect yourself while you build up.

Makes me want to build a new necro spellbook.

58
General Discussion / Re: Libro Mortuos vs Graveyard
« on: April 21, 2015, 08:49:41 AM »
It is also worth noting that Graveyard can summon a wider variety of creatures than Libro.

[mwcard=DNQ05]Libro Mortuos[/mwcard] can only cast undead creatures.

[mwcard=DNJ04]Graveyard[/mwcard] can cast any creature that is dark and nonliving.

At the moment, this just means that Graveyard can cast [mwcard=DNC04]Grey Wraith[/mwcard], while Libro cannot, so it isn't much of an advantage. In the future, however, as more dark nonliving non-undead creatures are released, Graveyard will become more appealing for the sake of variety.

59
I think we need an official ruling on this.

60
Rules Discussion / Re: Disable confusion
« on: April 18, 2015, 09:00:39 AM »
I cast a [mwcard=MWSTX2FFI03] Disarm[/mwcard] targeting the enemy mage and then choose his Dragonscale Hauberk to place a Disable marker on it.
I figure at that point the enemy mage loses the Armor+2 and Flame -2 from the Hauberk

This is the correct interpretation.

The line about non-trait abilities means abilities that are not traits actually printed on the disabled card. For instance, Disable will not get rid of [mwcard=FWQ01]Dancing Scimitar[/mwcard]'s Upkeep +1 trait.

In the case of [mwcard=MW1Q06]Dragonscale Hauberk[/mwcard], the Hauberk does not have the Armor +2 or Flame -2 traits; its ability text says that the equipped mage gains those traits. Disable only leaves traits that are possessed by the disabled object itself.

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