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Messages - ACG

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76
Strategy and Tactics / Re: Armor swapping is outdated!
« on: April 10, 2015, 06:25:52 PM »
I know this is an old topic, but this is some good info---I've been having trouble figuring out a consistent use for disarm---I'm open to other suggestions on the card.

Disarm is fantastic for baiting nullifies. Even if it wasn't a nullify, you can still disable some armor in preparation for an attack.

Also useful for disabling enemy armor just before your horde of creatures moves in for the kill.

Or disable Eagleclaw boots and shove them through a wall! Just when they thought they were safe... (okay, you could dissolve the boots too).

It also ignores Armor Ward, which is handy.

77
Events / Re: Gen Con Tournament - Your Feedback is Needed!
« on: April 10, 2015, 01:33:42 PM »

Play the prematches on OCTGN and just play the Semifinal and Final on GenCon :)

But then how would they ensure that players owned the cards they said they did? Unless players are allowed to switch to a different spellbook for the semifinal and final?

Is it important that they do? Mage Wars is not collectible, so a player's "collection" is not really the same factor as it might be in a ccg; is there another reason to require that players own the cards that they are using, as long as their spellbooks are legal?

78
I wonder, why Intangible is not guarding with the Dwarf Panzerguard at the end of part 1. He did everything allright to counter the Beastmaster's strategy. Ok, maybe he should have positioned his Warlord in the same zone as the forge to use the Panzerguard more effectively.
I miss a runed Elemental Wand with Hurl Rock and a Mage Wand protected by Armor Ward to get rid of the Flyers as fast as they spawn.

He has initiative next round, doesn't he? Could be planning to guard then.

79
Spells / Re: Death Link
« on: April 09, 2015, 12:55:43 PM »
Hey there,

I was looking at the card Death Link. I just wanted to get an official ruling on how the card works. If your mage cannot heal (due to finite life or at full health), does that mean you cannot place direct damage. I did a google search and there are two posts that say opposite things. The question is does the "may heal up to 2 damage" on the card mean that you may deal 2 direct damage as well. I think it doesn't deal damage unless you heal.

http://boardgamegeek.com/thread/901757/death-link-mage-has-no-damage

http://forum.arcanewonders.com/index.php?topic=5671.5;wap2

The amount of damage dealt is equal to the amount actually healed from Death Link's ability. If Death Link's controlling Mage didn't heal (such as because it had Finite Life), no damage is dealt. If the healing effect from Death Link was increased somehow, then the amount of damage dealt would also increase. Death Link's controlling Mage can heal more damage than the enchanted creature's remaining health.

Preventing direct damage from being placed on the enchanted creature will not prevent Death Link's controlling Mage from healing.

80
In my experience, as a general rule:

1. If a MW card says

"<Qualifier> <CardtypeA> or <CardtypeB>"

it ALWAYS means

"<Qualifier> <CardtypeA> or <Qualifier> <CardtypeB>"

2. But if a MW card says

"<QualifierA> <CardtypeA> or <QualifierB> <CardtypeB>"

it means "<QualifierA> <CardtypeA> or <QualifierB> <CardtypeB>"

as opposed to

"<QualifierA> <CardtypeA> or <QualifierA & QualifierB> <CardtypeB>"

81
General Discussion / Re: How do i post mage wars screenshots?
« on: April 02, 2015, 06:46:24 PM »
1) Upload them to a image hosting site like -->this one<--.

2) Right click on the image and click "inspect element".

3) Click "Copy link address" on the .jpg file name.

4) Paste it in between these brackets, (img)(/img) but instead of parentheses, use brackets  [ ] [ ]

use.com will also generate the exact code that you need to past in your message, so really just go to use.com and follow the instructions there.

82
Rules Discussion / Re: eternal servant
« on: April 02, 2015, 01:38:45 PM »
This question is relevant for [mwcard=DNC11]Ravenous Ghoul[/mwcard], however. The answer is that reanimated creatures lose all markers that were on them, so it would lose all growth markers when reanimated.

83
Spellbook Design and Construction / Re: Zombie Necro Deck
« on: April 01, 2015, 04:29:52 PM »
- Drain Soul, Drain Life and Death Link don't work with Deathlock in play.  I guess you could try to use them before dropping Death Lock, but they cost a lot of mana and I'd generally rather pump out a creature each turn than save up for Drain [something], especially when I want to play both Idol and Deathlock (18 mana between them).

Drain Soul is still extremely valuable even after Deathlock because it is a guaranteed 6 damage (assuming you test for nullify before casting it). It is also an easy way to get poison conditions on your opponent so that you can use Plague Master to deal damage every round. Drain Life and Death Link are less useful, but every necromancer should keep a copy of Drain Soul around.

84
Spellbook Design and Construction / Re: Zombie Necro Deck
« on: April 01, 2015, 04:20:29 PM »
I forgot to mention my starting strategy. I usually play Death Ring then Libro on the first turn. On turn two I would cast Mort or a Ravenous ghoul(Eternal Servant), Next I meditate and deploy crawlers then venomous and minions while casting zombie frenzy when I am able.

Sounds like a decent opening. I am uncertain whether Ravenous Ghoul would be best for this type of book, though; in my mind, the Ghoul's greatest strength is its speed, coupled with armor (giving it more staying power than Deathfang). But it sounds like you are building up a horde, in which a ghoul might be too aggressive - an opponent that fails to rush you will inevitably be crushed by your numbers, since nobody does hordes quite like the necromancer.

One thing I (and others) have noticed about Mage Wars is that one mage in a given match-up benefits more from rushing than the other (has a more short-term book), and their opponent benefits more from turtling. A build designed to create a horde of zombies will usually benefit more from turtling, so any opponent that realizes this will have to rush you, regardless of their build. You don't need to move far; if your opponent does not get to your mage FAST, you will win most of the time. So fast creatures aren't very useful.

A skeletal knight might be a better option. It is the same cost, but hits harder and is tougher to kill. It also makes a great guard for when they rush you.

I have removed the 2 Bats, the Grey wraith, 2 venomous zombies, 1 unstable zombie, 1 drain soul, the graveyard, and ziggurat of undeath(did not seem worth playing in previous matches). With everything removed I will be able to add the flamming hellion but still have a bit left to do. Should I put the rest into incantations and enchantments or  a few more offensive spells?

My advice for spells is the following:

* 1-3 copies of [mwcard=MWSTX2FFE04]Brace Yourself[/mwcard]. This spell is incredible, and works well in pretty much every book. Once cast, it can be revealed no matter how much mana you have. Players will often concentrate their efforts into doing damage in a single round; this card significantly blunts such efforts for very little investment, and can be revealed whenever you want. If I'm not mistaken, you should still have enough mana to cast this on the second turn even if you go with Mort, so this could be your answer to early rushers. It is also novice, so it costs very little to include.

* 1-2 copies of [mwcard=MWSTX2FFI03]Disarm[/mwcard] - Another great novice spell. You don't have many dissolves (by the way, maybe add another dissolve), so this can help you against extremely dangerous or frustrating pieces of equipment. It is also one of the best cards for baiting Nullify; if you think your opponent has a Nullify on them, cast this on a piece of low-level equipment for 1 mana. Worst case scenario, they were bluffing, and you disable a piece of armor or something. Also good for disabling armor to prepare for a zombie onslaught.

* [mwcard=MWSTX2FFJ01]Harshforge Monolith[/mwcard] - A little expensive, but worth it. You don't have much in the way of anti-enchantments (by the way, maybe add another dispel), which is fine, since you won't be doing much enchanting. If you face a super-aggro enchantment stacking mage, this will punish them. Alternatively, [mwcard=MWSTX2FFE03]Arcane Corruption[/mwcard] could work well (and is much cheaper) in a similar role, though it is more limited (the Monolith punishes anybody who invests heavily in enchantments; Arcane Corruption only punishes stacking them on the same creature.

* [mwcard=MW1E23]Jinx[/mwcard] - This is one of the most lethal cards in the game. Once you have your opponent in the middle of your horde, you want to keep them there; just a few turns are all you need. Most escape plans require a quick cast. Cast this on the enemy mage, and you can delay their survival plan by a turn or more, which might be all you need.

* [mwcard=MW1I28]Teleport[/mwcard] - To move the enemy into the middle of your horde. Just make sure you use Disarm to check for nullifies first.

* [mwcard=MW1J22]Tanglevine[/mwcard]/[mwcard=MW1E16]Force Hold[/mwcard] - To keep them in place while your zombies murder them.

Basically, cards that let you trap your enemy until they die from your slow but relentless zombies.

85
Spellbook Design and Construction / Re: Zombie Necro Deck
« on: April 01, 2015, 12:21:40 PM »
Please take a look and offer any feedback. I think that if I were rushed I would be a little screwed so I am not 100% sure what I can do to try and lean it up a little bit if I need to change strategies. I have played against a Johktari Beastmaster twice and a Force Master. I was able to win each match but I think  that had a little to do with my opponent's strategies that let me build up a decent zombie horde.

There are some zombies that I have not used in the 3 games I have played so I might be taking some of those out if I still don't end up using them. I have not really used the plague zombie or the grey wraith. I like the idea of the bats being able to throw some Rot tokens on things but that might be a pipe dream.

Telling us your opening/overall strategy might help (clearly, you are going for zombie horde, but what exactly do you plan to do, particularly near the start of the game?)

A few comments right away, though:

1. Drop the bats. They have no synergy with your spawnpoints, and there is no point wasting your actions to summon them.

2. Consider dropping a spawnpoint. Zombies (aside from crawlers) are relatively expensive, and there are other things you will want to cast.

3. In general, you probably have too many creatures. Focusing on building a horde to the exclusion of all else is not a great idea. You probably want to aim for 4-6 zombies (fewer, if using brutes).

4. Add a flaming hellion or two for fighting druids/flying creatures.

5. Cut 1 of the Drain Souls. They are expensive, and likely to be cast only once per game. Save them for a guaranteed finisher.

86
Spells / Re: revealing enchants. guards.
« on: April 01, 2015, 08:38:43 AM »
thank you again Zuberi and sIKE! I understand.
I am happy to receive this friendly kind of help and appreciate it.

as I don't want to be too annoying, I wanted to ask 3 last questions:
1. Reverse Magic. it says:
"redirect it back to the caster, who now becomes the target of the spell".
does it mean I have to target the caster (so mage or familiar)? because I think I've read somewhere that I can then do what I want with the new spell.
i.e. he casts a teleport on one of my creatures (with the reverse magic), then I can either teleport him (the mage), or any other creatures (mine or his).
what happens if nothing is in spell-range of my mage?
(I am aware of the fact with the additional mana-cost-paying. ie. in case of Dissolve).
2. Moloch's Torment:
does it also count for hidden enchants or only revealed? (in the first case you would kinda tell your opponent that there is a curse under his creature).
3. Gate of Voltari:
1 mana for each action: playing and revealing an enchant, so for a total of 2 mana?

1. Yes, you must target the caster. Some other similar spells work differently, but this one specifies that the caster is the new target. If the caster is an illegal target, then the spell is simply cancelled.

2. Only revealed enchantments count.

3. Revealing an enchantment does not count as casting a spell for any purpose. You only gain the mana when the enchantment is cast (i.e. played face-down). So 1 enchantment only gives 1 mana.

87
Spells / Re: Steal Enchanment
« on: March 29, 2015, 11:54:06 AM »
The problem with Steal Enchantment and other 2 for 1 effects is that you have to pay the double mana cost upfront. This usually means you have to skip a play the prior turn. So unless you have a very relevant low cost action, you're not gaining any tempo benefit. You'd usually be better off Dispelling at the first opportunity and then casting your own enchantment later.

The other problem is that they're usually very fair cards. Paying 2x an enchantment's cost to steal it is exactly the cost of dispelling it then casting it yourself. You don't want to use fair cards when there are unfair cards available like Nullify.

The bigger problem that I have with them is that they are Full actions (Steal Enchantment/Equipment). I almost always have a more important use for my full action. There are many circumstances in which 1 full action is more valuable than 2 quickcast actions. If these spells were quick actions, I would include them in my spellbooks.

88
Spells / Re: revealing enchants
« on: March 26, 2015, 05:20:18 PM »
hello everyone!

new to the game and I love it. but there are so many confusions.. I hope to may ask one questions:
"one can reveal an enchant at the end of any of the eight steps of an attack"
ok, say I have Cobra Reflexes hidden under one of my creatures. someone declares the attack on it. can I wait until the end of step 3 (roll dice) to see how large the sum of the dice is and then decide to reveal Reflexes (and directly roll for the chance to dodge)??
it would be much smarter than to insta reveal after step 1 (the declaration), would'nt it? (but also seems unfair)

Defenses are only rolled during the "Avoid Attack" Phase (step 2). So the latest that you could reveal it and still gain the benefit is after step 1 ("Declare Attack"). If revealed after step 2, you will get the defense but will no longer be able to use it for that attack.

89
Spells / Re: Poison - Air school?
« on: March 24, 2015, 03:08:05 PM »
Objects from those schools aren't especially susceptible to damage types from their own schools; generally the opposite is true - e.g. Lightning Beetle has Lightning -2, Fire Demons have either Flame -2 or Flame Immunity, Devouring Jelly has Acid Immunity, etc.  I can't think of another example (besides these Poison conjurations) where a card belonging to a specific elemental school is susceptible to a damage type associated with that same elemental school.

Devouring Jelly has no resistance to Hydro (and isn't Water school anyway). Lightning Beetle has no resistance to wind. Screech Harpy, Galador, and Whirling spirit have no resistance to Wind or Lightning, despite being Air school.  I think you might be mixing up Schools and Subtypes.

Clouds are associated with air because they are gaseous, not because they are specifically made up of air. The four classical elements refer as much to the 'nature' of an object as to its composition, i.e. Earth is solid, Water is liquid, Air is gaseous, and fire is variable/incorporeal. Since poison clouds are gases, the Air school does seem the most appropriate, as others have mentioned.

The dark school does indeed have quite a bit of poison, but its spells that deal poison damage are evil in their very nature; demons, undead abominations, and altars to corruption and evil. Poison gas is just a natural phenomenon - a deadly one, perhaps, but so is much of nature, and deadliness is not the same as evil. That isn't to say that the Dark school would be inappropriate, but sorting cloud spells of this sort into the Air school is perfectly fine.

Do you think a hypothetical "Poison Ring" attack spell analogous to Ring of Fire, or other future poison spells, should be exclusively Air school?  If so, that means Wind Wyvern Hide would provide some protection against it, reducing the attack dice rolled by 3 and subtracting 3 from its poisonous effect die.  I guess that's thematically reasonable, since Wyverns are often venomous/poisonous in fantasy games and literature.

Depends on the theme; if it is "Ring of Poison Gas", then there would be nothing wrong with Air. If it were "Ring of Demonic Venom", perhaps Dark would be a better choice. Likewise, "Ring of Bees" might be a Nature version. Such a spell would likely have the Poison subtype, and therefore Wind Wyvern Hide would provide no protection against it, as Wind Wyvern hide only protects against Wind attacks (it is similarly ineffective against, for instance, Lightning attacks, despite them belonging to the Air school).

90
Spells / Re: Poison - Air school?
« on: March 24, 2015, 08:14:17 AM »
I can see the "gas = air" argument, which is why I shrugged it off when the only exams was Poison Gas Cloud. But now the Wall is also Air.

One of the reasons for my issue with this possible thematic disconnect is that it's susceptible to Wind damage. In all other cases I can think of (well, with 1 exception maybe), objects tend to be resistant or immune to their own damage type (e.g. most demons to flame, poisonous creatures to their own poison/venom, the chest piece armours, etc) and/or susceptible to "enemy" (or at least different) damage types from other schools (fire/burn to water/hydro, dark/undead to light/holy, plants to fire, undead/dark to plants/nature, metal (especially shiny armours) to lightning (which is sort of earth to air, although a lot of the guys wearing armour tend to be holy in this game), etc. even Gravikor, which is an earth spell, will counter flying creatures - although I'll admit that flying creatures tend to dislike air spells (but flying creatures aren't necessarily from the wind school).

But then Poison Gas Cloud / Wall are air spells that are susceptible to wind damage...

The key word being air. They are not wind spells. Many schools have multiple damage types; for instance, the water school is home to both the Acid and Hydro damage types. The air school contains both the Wind and Lightning damage types. Even if we accept that objects should be resistant to their own damage type (which I do not think always needs to be the case), there is still no problem because Poison Gas objects do not have the wind subtype.

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