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Messages - Wildhorn

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31
General Discussion / Re: Academy Priestess Reveal - Temple Sentry
« on: January 31, 2016, 03:55:29 PM »
Because you gain a huge tempo advantage. Your opponent has to spend 2 actions to bypass your 1 action.

32
General Discussion / Re: Academy Priestess Reveal - Temple Sentry
« on: January 31, 2016, 12:03:57 PM »
1 Full action to prevent 2 attacks is too powerful.

You can achieve similar effects with a spawnpoint and a summon or the Beastmaster's double summon, given an Altar of the Iron Guard.  Is it just the mana efficiency of it that makes it overpowered?  Or are there actual rules inconsistencies that would result if allowed?

The examples you gave are all 2 actions. Not just 1.

33
General Discussion / Re: Academy Priestess Reveal - Temple Sentry
« on: January 31, 2016, 11:23:38 AM »
I don't believe it's ever spelled out, but from emails with Laddin, I believe I recall that you just remove both guard markers.

I see.  I wonder if there are any negative play effects from allowing them to stay?

1 Full action to prevent 2 attacks is too powerful.

34
General Discussion / Re: Academy Priestess Reveal - Temple Sentry
« on: January 31, 2016, 10:03:44 AM »
No, you don't get to guard twice, or no you don't get two guard markers?  Reviewing the rules, I don't see where this would be against the rules.  I don't see a prohibition against having two guard markers and the rules say an attack removes "the" guard marker, as in singular.  Is there something I'm missing?

Because there was no way to get more than one guard marker before, so they wrote it to singular. But if you keep reading, it says: "Once the attack is resolved, the creature is no longer guarding [...]".


35
General Discussion / Re: Academy Priestess Reveal - Temple Sentry
« on: January 31, 2016, 07:31:16 AM »
With [mwcard=MWBG1J01]Altar of the Iron Guard[/mwcard] out, this guy comes in with two Guard markers, which is something I'm not sure we've seen before.  I think the rules accommodate, though, right?  He just gets to guard twice?

No.

36
General Discussion / Re: Academy Priestess Reveal - Temple Sentry
« on: January 30, 2016, 12:47:13 PM »
I agree with Moonglow on this.

37
General Discussion / Re: Mage Wars Academy Reveal: Circle Of Protection
« on: January 30, 2016, 12:46:24 PM »
So what does it target? How many of these are there in Academy? How many Enchantments can you attach to something?

It target a zone.
There are probably 2 copy of these.
You can attack as many enchantment as you want to someone, as long as they do not have the same name.

38
General Discussion / Re: PvS nominated for most anticipated game of 2016!
« on: January 28, 2016, 10:24:44 AM »
Hmmm, my question in the geeklist comment got unanswered.

Quote
Will they come with their spellbook or they gonna be just cards?
Spellbooks are cool, but just cards is also cool money-wise.

And since I discovered I prefer to play with the cards sleeved as a deck in my hand than in the spellbook, I would really not mind at all if they were just a pack of cards (and spellbook could be sold separately) with a small cardboard sheet for tokens that could be required for the cards. Btw, I am loving the new tokens production. They are more thick and punch out much more easier.

PVS comes with spellbooks. We're always evaluating the whole spellbook issue when we look at a new set. Right now it's our goal to have players able to grab PVS and take one of the mages and play their recommended spellbook straight out of the box.

That's understandable. But I hope next mages will be cards only because, if I am not mistaken, the box is like 30% of the cost of a game and a spellbook is like 7$.

39
General Discussion / Re: Mage Wars Academy Reveal: Circle Of Protection
« on: January 28, 2016, 09:43:10 AM »
it just costs almost one round of channeling in academy

Was about to say the same. You basically lose a whole turn to cast it.

40
Alternative Play / Dominate the Old Arena
« on: January 28, 2016, 01:02:10 AM »
Me and my friend like Domination mode, but found out 3 "problems".

Problem #1: Since most Domination spellbook are meant to gain and defend orbs, less points are allocated for the mage defense. So this mean a very aggresive mage get an advantage to simply rush the ennemy mage to try to kill him, which kinda defeat the purpose of Domination.

Problem #2: Needing a set amount of V'Tar to win means as soon as someone get a 1 V'Tar advantage over his opponent (which often happens to be whoever gain control first of an orb and drop Gallaxus), all he needs to do is to turtle up an even number of orbs than his opponent and wait for the win.

Problem #3: We bought Mage Wars playmat and Domination doesn't use them. So they are kinda wasted money for that purpose.

So we tried to come up with different ideas to fix these problems and I came up with this idea:

Dominate The Old Arena

Using the old 3x4 arena:

S1TO
2OO2
OT1S

S: Starting zones.
O: Orb zones. Usslak in corners and Sslak in middles.
T: Tunnel zones.
1 and 2: The player who lost initiative place the Spike Traps tokens in either zones 1 or 2.

The goal is not to score a certain amount of V’Tar, but to gain a certain amount of V’Tar over your opponent. Every round, for every extra V’Tar that you gain over your opponent, place a V’Tar token on your mage reference card. If you have 4 or more V’Tar token on your mage reference card, you win the game. The amount of V'Tar advantage needed to win can be adjusted depending of how long you want the game to last.

You can spend V’Tar during the deployment phase to summon a Sslak or an Usslak on a V’Tar Orb that you control. A Sslak cost 7 V’Tar and an Usslak cost 11 V’Tar. This is to give V'Tar a purpose and to help to secure your position when you push for the opponent orbs.


Now, how it solves the 3 problems?

Solution #1: By requiring a V'Tar advantage instead of a fixed amount, an opponent can't simply ignore them to rush you because the chance that they kill you within 4 turns once you control 1 orb are pretty slim. So they have to care about orbs too in the early game.

Solution #2: By requiring a V'Tar advantage instead of a fixed amount, this means you need to keep your advantage for several rounds instead to simply needing that single extra V'Tar to win.

Solution #3: It use the old arena, so we can use the MW playmats.


We didn't test it out yet, but once we do, I will give out the results. Just wanted to share in case someone wanted to try it and give me feedback about it.

41
General Discussion / Re: PvS nominated for most anticipated game of 2016!
« on: January 27, 2016, 11:57:06 PM »
Hmmm, my question in the geeklist comment got unanswered.

Quote
Will they come with their spellbook or they gonna be just cards?
Spellbooks are cool, but just cards is also cool money-wise.

And since I discovered I prefer to play with the cards sleeved as a deck in my hand than in the spellbook, I would really not mind at all if they were just a pack of cards (and spellbook could be sold separately) with a small cardboard sheet for tokens that could be required for the cards. Btw, I am loving the new tokens production. They are more thick and punch out much more easier.

42
General Discussion / Re: Will you ever release other Mage Wars sleeves?
« on: January 26, 2016, 02:00:54 PM »
In Germany some of the shops list dragon scales and tiger stripes (academy beastmaster) as new sleeves for preorder.

I went to ultra-pro website and saw them. They are gorgeous. Can't wait for them to be released!

43
General Discussion / Re: Warlock Academy Reveal: Demonhide Mask
« on: January 26, 2016, 05:42:50 AM »
It does seem cool, but looking at the card database (so possibly missing some newer sets?), of the 4 current helm/head slots, 2 are already warlock only.  It doesn't feel this helps diversity of spell book development, rather just makes 2 of the other cards mostly redundant?  I guess I don't really like/understand the mage specific spells anyway.  They already have a cost for non specific school mages using them, why not let them be used?  Most of the coolest cards seem to be mage specific.  I guess in time as the card pool grows it wont matter, but atm it feels like a canalization of choice rather than a growing of diversity.

Well, well, well.

First, the 2 already existing helm can't be used in Academy, so that's the first reason of its existence.
Second, the fire helmet is pretty much useless for the curse warlock, it is more designed toward the fire warlock.
Third, the fear helmet is one of the original card, the game was new, designer less experimented, so the helmet ended up not being that good for its mana cost. So having a good cheap helmet is a natural thing.

Mage specific cards are meant to totally prevent other type of mages to use them to prevent overpowered combos.
I don't want to imagine a world with a Wizard using Barkskin... no... just no.
There is over 400 unique spells so far in the game. Having about 10-15 mage specific cards do not canalize choice.

44
General Discussion / Will you ever release other Mage Wars sleeves?
« on: January 25, 2016, 11:22:18 PM »
I love the spellbooks but I discovered that since Academy spellbooks contain about 30 cards, it is easier to just have them sleeved and hold the deck in hand. I find it is easier and faster to fetch the cards I want.

I bought some Mage Wars sleeves (which I find gorgeous) and because you do not shuffle the cards, the sleeves won't break easy nor often.

But so far, there are only 2 models: The Eye and the Libro Mortis.

So I was wondering if any other models would get released any time soon? Would be nice to have a Beastmaster/animal themed one. And for the to be released priestess and warlock, an angel and demon themed one.

45
General Discussion / Re: Academy Priestess Reveal - Asyra's Touch
« on: January 16, 2016, 10:42:23 PM »
I must say I am NOT happy with this card.

Current problem with Academy is that around the end of the game, everything get Weak or Stagger, so few dice are a rolled, which make guarding creatures forever to die.

I have the feeling it will make drag even longer than now.

Don't forget about the previous spoiler "Cure".  It will get rid of that weak token or that stagger token.

Yes, still limited to 3 condition removal, if you have 3 of them. But a 3 Asp will sure make you get more than 3 weak tokens.

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