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Messages - MrSaucy

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346
Spellbook Design and Construction / Re: Warlord deck
« on: May 22, 2013, 07:42:27 PM »
One card I forgot to mention: Akiro's Hammer. Granted, it is expensive and slow, but it absolutely wrecks conjurations. Great at destroying enemy spawnpoints, nasty enemy conjurations that have global effects, and a Priestess that wants to turtle in one zone. Trust me. It is worth just the 3 spell points to include it in your spellbook as an option.

347
Spellbook Design and Construction / Re: Warlord deck
« on: May 22, 2013, 03:31:20 AM »
My mistake. Dissolve is cheaper than Explode. For some reason I thought Dissolve was an Arcane spell (my bad).

@varagghoul, here are some cards that I think EVERY spellbook should have no matter WHAT:

Nullify (enchantment, arcane) for magic protection
Block (enchantment, mind) for protection from attacks
Elemental Cloak (equipment, arcane) for protection from fire and lightning
Seeking Dispel (incantation, arcane) to get rid of pesky hidden enchantments
Dispel (incantation, arcane) to get rid of enchantments in general
Dissolve (incantation, water) OR Explode (incantation, fire) to destroy equipment, especially pesky enemy wands
Minor Heal / Heal (incantation, holy) to heal UNLESS you are playing as the Warlock

348
Spellbook Design and Construction / Re: Warlord deck
« on: May 21, 2013, 06:42:25 PM »
Equipment:

Too much of it. In a game you rarely have time to suit yourself up with 5-6 pieces of equipment. Ring of Command isn't very good in my opinion. Also, Mage Staff doesn't fit the Warlord's playstyle at all, so I would take that out.

Conjurations:

Akiro's Hammer is situational and very slow, keep that in mind. Quicksand is amazing. I started with 1 in my spellbook but quickly amped that number up to 4. Don't use the Barracks; it is a heft price to pay and takes a while to break even mana wise. Mangler Catrops are close to useless in my opinion.

Enchantmets:

I personally rely heavily on Fortified Position, Retaliate, and Block when I play. Your set-up is fun though. You gotta figure this stuff out by playing. Playing your spellbook right is half the battle.

Incantations:

Don't use arcane incantations other than seeking dispel and dispel. Instead of using dissolve, save yourself points by including Explode instead. Don't use holy incantations other than healing ones. War incantations (obviously) work best for Warlord. Battle Fury is beast. (Helm of Command + Battle Fury = Win).

Creatures:

up to you, but don't use goblin builders or goblin bombers. I find Ludwig to be very underwhelming since he is only good from 1 zone away. I like Earth Elemental because he is hard to kill and is very resistant to elements, but I understand if you can't find room for him.

Attack:

Hurl Boulder is very powerful!!! Please look into it!!! Great way to deal with flyers!!!

Overall advice:

Making a good spellbook is half of the battle; you also need to play your spellbook the way it is meant to be played. Don't just grab a bunch of cards that are good alone. Have a gameplan. Search for cool combos. When you play a spellbook, you will ALWAYS find ways to improve it for next time. My warlord spellbook is always evolving.

Best of luck!

349
Strategy and Tactics / Re: Mana Curve
« on: May 20, 2013, 08:42:32 PM »
There isn't a mana curve, but you can think about a "spell level curve." You are going to have some level 1 spells, a lot of level 2 and level 3 spells, and then a handful of the really expensive spells (that are level 4 or 5). If you were to graph a curve with the Y-axis being spell level and the X-axis being number of spells of that level, you are going to get a curve that peaks somewhere at level 2 or level 3 (assuming you made a decent spellbook). The Y-axis would take into account the level of the spell with respect to the Mage being used (i.e. fire spells cost more for beastmaster, holy spells cost more for warlock, etc.)

350
Strategy and Tactics / Spell Preparation
« on: May 18, 2013, 05:47:50 PM »
Just want to get a feel for how the rest of the MW community goes about when planning their spells. Personally, I am more of an "option 4" player.

351
Strategy and Tactics / Re: Return on Investment, a concept...
« on: May 18, 2013, 05:01:53 AM »
I appreciate all the time you guys are putting into this post but I honestly don't see the point of it. A lot of it just seems to be common sense and intuitive. Plus, you don't need to calculate everything out using return of investment formulas and whatnot to know if a decision makes economic sense. Finally, Mage Wars has loads of strategy, but it also has loads of luck. Part of the fun is making risky "not-by-the-book" decisions and being thrilled if/when they pay off. Just my opinion. 

352
General Discussion / Re: List Your Favorite Mages
« on: March 28, 2013, 08:30:11 PM »
Understandably, the Wizard is getting lots of love. He was my initial favorite from the original 4. Glad to see I am not the only one who can't stand to play as the Warlock or Forcemaster. Sorry, I like to have creatures. I feel vulnerable with only 1 or 2 creatures out. And yes, even though I love the Warlord, I will admit that his x3 for arcane spells is very annoying. I can see why that alone would deter people from playing as him. Arcane spells are extremely useful, which also explains why the Wizard is so popular. The Wizard, for me, is the near perfect balance of defense and offense. Voltaric Shield and Thunderbolt, anyone?

353
If you look on a handful of cards, you will notice they mention Frost. Also, there are hardly any water spells. This has me thinking the next mage will be a frostmaster or something like that, a mage with frost attacks/abilities. I think that would be awesome. It would also open up the possibility of Wizards choosing Arcane and Water to specialize in!

354
Rules Discussion / Re: Thorg, Chief Bodyguard
« on: March 28, 2013, 12:06:18 AM »
Alright. You guys have me convinced that Thorg is useful. I guess none of my opponents have ever put me on the defensive side before. Usually I am the one dictating play. I like the ideas of using Thorg to absorb damage from flyers and lure creatures into traps. Could you use Thorg's taunt to lure a creature (that can only attack with melee attacks, let us say) from the other side of a Wall of Pikes? Thus forcing them to walk through the wall and take additional damage?

Also, doesn't taunting flyers only absorb damage and not deal damage? Melee creatures can't target flying creatures. Is counterstrike an exception to this rule? Please explain.

355
General Discussion / List Your Favorite Mages
« on: March 27, 2013, 11:58:53 PM »
List your mages from most favorite to least favorite. Here is my list:

1) Warlord
2) Wizard
3) Priestess
4) Beastmaster
5) Warlock
6) Forcemaster

I absolutely hate the Forcemaster. I have been successful with every mage except for her. In my opinion, she is the weakest of all the mages. She has almost no attacking options, and if she is playing against a Beastmaster or Warlord (who knows anything about what they are doing) she will lose every time.

I like the Warlock, but I find that his spawnpoint leaves much to be desired. He has a couple of solid creatures, and though his fire spells are cool, I would take lightning over fire anyday; daze and stun are far more annoying than burn conditions.

I like the Beastmaster because there is nothing very complicated about him. You just summon a lot of creatures and keep them buffed up. Fun and simple.

The Priestess is VERY powerful. Her defenses are hard to crack, she has tons of healing options, and a few of her creatures are very powerful. I like her a lot.

The Wizard was my favorite before the Warlord came out. He feels very dynamic. He has great offensive capabilities, such as his powerful lightning spells (thunderbolt especially), but decent defensive capabilities too. He also has a lot of "trickery" cards, as I like to call them.

The Warlord is my favorite just because I like almost all of his cards. His creatures are dynamic and useful, he can catch his opponents off guard very easily, and there a lot of cool combos he has between his Horn of Gothos and his Helm of Command.

So... what is your list? No offense to any Forcemaster aficionados, but I absolutely despise the Forcemaster in almost every single way.

356
Strategy and Tactics / Re: Using Attack Spells as the Warlord
« on: March 27, 2013, 08:14:16 PM »
OP here.

My opinions have changed on Hurl Boulder. It has a lot going for it. 8 mana for 7 damage, range of 2, can target flyers, takes a quick action, decent chance to slam, and there isn't any armor that gives -2 to earth spells.

As for Hail of Stones, I don't include it at all. For my taste, too situational, takes a full action, only has a range of 1. Too meh for me. I have better ways to spend my points.

357
Strategy and Tactics / Re: How to use Goblin Builders
« on: March 27, 2013, 08:11:05 PM »
@shapeshifter

I have to disagree 1000% about the horn of gothos. I used it in a game to give 4 goblin slingers +1 ranged, allowing them to take down a nasty creature in one turn. 3 mana to affect EVERY SOLDIER CREATURE in the arena is a no-brainer. You talked about using it to only affect 1-2 creatures. Buddy, if you only have 1-2 creatures out to benefit from the Horn of Gothos, you clearly don't have enough creatures out.

I played against a Warlock who tried to burn down my barracks, but while he was focusing on that I just harassed him with goblin grunts and goblin slingers. By the time he had burnt my barracks to the ground he was half dead.

The investment in the barracks has always been worth it for me. If my opponent ignores my barracks, I pump out creatures and take advantage of my Warlord's extra actions. If my opponent focuses all of their attention on my barracks, I punish them for ignoring my creatures.

358
Rules Discussion / Re: Thorg, Chief Bodyguard
« on: March 27, 2013, 08:02:29 PM »
But 12 life isn't really that much when you think about it. I'm thinking, if I want a creature in my Warlord's zone to absorb damage, why not use Earth Elemental instead? Yes, he doesn't have counterstrike, but that 35 life...

359
Strategy and Tactics / Re: How to use Goblin Builders
« on: March 27, 2013, 04:37:28 AM »
@Snotwalker   

Interesting case, but I am still not convinced Goblin Builders are worth it. I don't move around as the Warlord much, so if I was being force held in a corner I don't think I would really care. I play most of my games from the corner anyways, hiding behind my masses of troops.

360
Strategy and Tactics / Re: Warlord vs. Flying
« on: March 27, 2013, 04:34:19 AM »
@Aarrow

Yes, that does work. His barracks is technically an outpost. It starts out with +1 channeling because when you control it you control 1 outpost. Now add 2 more outposts, such as the garrison posts. Channeling is now +3. Harmonize takes whatever channeling existed before and adds +1 to it. 3+1 = 4 channeling. Have fun spawning a Goblin Grunt every turn, or a Goblin Slinger/Orc Butcher every other turn :)

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