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Messages - ClockWork

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31
General Discussion / Re: Fix Bloodwave Warlord
« on: December 26, 2016, 05:47:00 AM »
Decent in the less popular game mode means very little.

The scrutiny hasn't shifted, Blood wave (and JBM) have been trash tier for a long time (maybe even since their respective Day1).

Don't understand how anyone can defend Veteran tokens, or Battle Orders. His rule card is basically blank accept for battle skill.

I want to like this guy, I bought his expansion within weeks of release. He just does less than all other mages, and gets stomped on because he's terrible at most everything, and decent at..... punching?

32
Off topic / Re: Happy Christmas!
« on: December 24, 2016, 07:29:25 AM »
Happy Holidays Everybody!!! Arcane Wonders congrats on amazing year. Thank you for all your hard work, hope Santa is good to you all.

33
Rules Discussion / Re: Goblin Builder and Mind's Eye
« on: December 24, 2016, 07:26:28 AM »
oh yeah, this is sounding promising.....

34
Rules Discussion / Re: Drown
« on: December 24, 2016, 07:25:02 AM »
thx dude, drown is pretty cool

35
General Discussion / Re: Fix Bloodwave Warlord
« on: December 24, 2016, 07:24:32 AM »
I like how the vote doesn't just say "He's fine" as an option

It also doesn't a vote for "Nerf Him" either, weird.

True though, Bloodwave is pretty good in Domination. L

36
General Discussion / Re: Mage Wars Companion App - Feature Requests
« on: December 23, 2016, 08:15:16 AM »
Are we any closer to an awesome and usable product that feels like something that matches that caliber and craftsmanship of other Arcane Wonders products?

Also can I use it on my phone? I have decent phone and a great PC and no plans to purchase something in-between. Phone support would add many potential customers

37
General Discussion / Re: Fix Bloodwave Warlord
« on: December 23, 2016, 08:09:46 AM »
Anvil Warlord is pretty good, I consider her to definitely be viable. However the BloodWave needs help, its not right that there is an unspoken ban, that no-one will take that stinky trash-caster to the dance.

Something needs to be done to help the Bloodwave. The fact that Orc's are so poorly represented in this game is racist. Orc's lives matter too you know, guys. They just as good as Human or Dwarves or Elfs

38
Rules Discussion / Drown
« on: December 23, 2016, 07:57:45 AM »
If drown kills a creature during the upkeep phase the controlling mage does not need to pay the upkeep that turn becuase he/she can simply choose to add the suffocate token before paying the upkeep..... right?

39
Rules Discussion / Re: Siren call and elusive/flying
« on: December 19, 2016, 08:35:10 AM »
Yes, it is unable to fulfill the mandatory action of moving closer so it has free reign of its action options.  This also means that you can Siren's Call a friendly creature that's in your zone and then send it out to wreak havoc.

only if you send it somewhere it gets hindered, otherwise its coming right back

40
I don't really get why you'd want to swap Zap/Fast on Wizard/J-Beast. That would be weird. (Thematically wizards  aren't known for being speedy, and why would a Beastmaster have a built-in ethereal ranged spell?)

Thematically it would be dumb. I only suggested that to as an attempt to balance all the mages.

Leave Straywood alone, and siphon strength from the Wizard

41
I would never give up quick summoning on the original beastmaster. Fast is an trait you can get from an enchant, and has limited usage. Losing quick summon is a nerf to beast master. Nerf the wizard, swap fast and zap

But really, just allow wounded pray to target mages, its just a weaker Marked for Death.

Priest only really needs that 10 channeling he got cheated out of, maybe remove the once per turn restriction on his burn.

Interesting one here, what if the Warlords battle orders still were a quickspell, but you gained 1 mana when you used them rather then spending 1 mana. Cause you know, Warlords draw there strength from there armies, and cast better when riding high on that officer ego.

42
Rules Discussion / Re: Tainted
« on: December 18, 2016, 08:04:21 AM »
Opps i misread that...

Zubrei said "If you were to lose the Life -3 trait while you had Finite Life, you would indeed be prevented from having your Life total increase."

and also "Tainted is not Life -3. Tainted counts as 3 points of damage on the object"

I misinterpreted removing tainted while under the effect of finite life would prevent your life total from increasing.

What we are all saying is happening is even under the effect of finite life, removing tainted decreases the damage on the creature while never having any effect on it's Life, Right?

43
Rules Discussion / Re: Tainted
« on: December 17, 2016, 10:49:03 AM »
It absolutely counts as 3 damage. No argument there, the rules say that exactly, but do you actually add the damage? If you remove a condition maker that counted as 3 damage, you then add 3 damage tokens to the creature? This seems wrong. Also not sure if finite life really matters. The damage Taint counts as already can't be healed or regenerated, and were not adding life, we're removing a poison condition that counts as 3 damage.

I hate to challenge the great Zuberi, but I feel like an official ruling is needed here.

Taint feels like a 3 damage marker always under the effect of finite life

44
Rules Discussion / Re: Chant of Rage vs Chant of Rage
« on: December 13, 2016, 08:52:45 AM »
On the topic of double chant of rage, and/or bloodthirsty. A creature can't leave a zone containing a mandatory target even if entering a zone containing a new one, right? You can only choose which mandatory target in your zone to attack.....

45
Alternative Play / Re: Epic Mage Wars
« on: December 02, 2016, 05:54:08 AM »
cut card allowance in half like academy. Only 3 lvl1's allowed, and only 2 copies of everything else. Might shake up your local meta with completely gutting many books or strategies. I do feel you though, hate it when you have successful dissolved 3 mage wands off a wizard, while dealing with 4 nullify's, and the very next turn there is another mage wand. >:(

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