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Messages - Aylin

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46
General Discussion / Re: FIF: Garrison Post "Preview"
« on: May 13, 2014, 10:47:45 AM »
Akiro's hammer is in a weird spot because it's usually quite bad, but making it any better would alarm me in one specific matchup that should not be exacerbated any further in this set, IMO.

I assume you're referring to the Druid v. Warlord matchup, who is already going to have some pain with more Fire...

And the Hammer is weak against Fire, which the Druid is terrible at. I see what you mean.

Well, hopefully for SvP then. =\

47
General Discussion / Re: FIF: Garrison Post "Preview"
« on: May 12, 2014, 11:26:51 PM »
FINALLY.

Garrison Post will no longer be completely wasted space in my Mage Wars box.

Please tell me Akiro's Hammer will also be getting an errata to give it the Indirect trait.

I think it'd be cleaner to just remove the word "corporeal" from its target restriction so it could hit any conjuration.

Right now it can't shoot a Pentagram or Poison Gas Cloud even if it had a clear path.
Even with Indirect, it couldn't voluntary target a Wall of Fire or Fog Bank in the event you needed to clear the LOS for something else.   At no point should a machine specifically for busting conjurations be unable to target a type of wall.

That wouldn't really solve the problem, since the range on the attack is 2-3. It could still be stopped by a wall right in front of it.

48
General Discussion / Re: FIF: Garrison Post "Preview"
« on: May 12, 2014, 09:33:45 PM »
FINALLY.

Garrison Post will no longer be completely wasted space in my Mage Wars box.

Please tell me Akiro's Hammer will also be getting an errata to give it the Indirect trait.

49
Spells / Re: Togorath , a big fake?
« on: May 10, 2014, 10:28:57 PM »
Every Necro should have a [mwcard=MW1E08]Death Link[/mwcard]ed [mwcard=DNC18]Togorah, Forest Sentinel[/mwcard] standing in the middle of the [mwcard=DNJ04]Graveyard[/mwcard].
It's simply a matter of style.

Never played with him, but I think Togo is a cool design.  8)
It's a tragedy Druid can't Treebond him.

Not sure a 21 mana 12 spellpoint creature (for Necromancer) would ever be worth it.

50
General Discussion / Re: FiF and the Bloodwave Warlord
« on: May 09, 2014, 05:22:58 PM »
Also remember that filling out the war school is not a one set job. We still have P v S on the way.  :P

I definitely don't expect FiF to move either Warlord above where the Priest is now (compared to the other mages).

My hope is that PvS will boost both Priest and Warlords, and hopefully have a couple bones in it for the J. BM as well (like a quick action ranged weapon!)

51
Spells / Re: Fortified Position vs. Sacred Ground
« on: May 08, 2014, 11:34:30 PM »
In general for Plants, +2 Armour is more protection. Having 0 armour is a tad painful.

However, the difference between them is less than 1 damage per attack. The only real question is whether those 2 spellpoints could be better spent.

52
General Discussion / Re: General Spellbook Rules
« on: May 08, 2014, 01:02:50 AM »
I tend to take double Dragonscale in preference to Dragonscale + Storm Drake. I assume that against Warlock my first is going to be destroyed somehow and that I'll need to cast my backup. And if the 2nd isn't Dragonscale, what was the point of the first one being a Hauberk?

I'd rather replace the right armor with the right armor 50% of the time, than 100% replace the right armor with the wrong armor.

Also, since Drake hide is really only useful against Air Wizards, I'm never really thrilled to include it, when Dragonscale works against both Fire Wizards and Warlocks. The Wizards cancel each other in my expectations.

That's a good point. I probably should switch to 2x Dragonscale.

53
General Discussion / Re: General Spellbook Rules
« on: May 06, 2014, 11:24:26 PM »
Dragonscale Hauberk is the default chest piece, but Demonhide Armor is a perfectly reasonable alternative for dark mages. I think I'll prefer Harshforge Plate to Dragonscale Hauberk for war mages.

For Dark mages I take Demonhide and Dragonscale. For War I'd probably go with Harshforge and Dragonscale.

For all other mages I normally take Dragonscale and Storm Drake.

54
General Discussion / Re: General Spellbook Rules
« on: May 06, 2014, 09:34:14 PM »
You want to be able to negate what the other mage is gonna do so yeah Dissolve, Dispel, and I'd say Block, Nullify are good ideas. You want to be able to dictate movement so Teleport and some way to slow the enemy down are good ideas.

Armor I only wear one, but I do have Rhino Hide a lot. Play a bit and find if wands suit your style, they're generally a good idea though.

I'm guessing you take Dragonscale Hauberk?

55
General Discussion / Re: General Spellbook Rules
« on: May 06, 2014, 01:24:44 PM »

Of course, you don't have to do any of that, but I found doing research very rewarding.  If you only have one of the basic set, you won't be able to have all the 'auto includes' Aylin recommended in each spell book, particularly if you play the alternate rules for more than two players at a time.

It is annoying that there are only 3 Teleports in the base set or strange numbers of other spells. I don't have the spell tomes, so I normally just proxy extra cards if I don't have enough. Saves a bit of money if you're just getting into it or not looking to go into the tournament scene.

56
General Discussion / Re: General Spellbook Rules
« on: May 06, 2014, 08:59:08 AM »
The main auto-includes are Dissolve, Dispel, and Teleport. I prefer at least three of Dissolve/Dispel and two of Teleport.

After that there aren't any hard rules you need to follow for building a book. I tend to decide on a strategy, add those cards, and then figure out what my opponent could do that would give me Problems. Most of my books tend to be answers to various Problems.

Ex. If I'm vulnerable to a Sleep spell (say I'm the Priest and my creature is Samandriel) I'll want to include Mind Shield. If I'm running a Forcemaster book with 0-2 creatures, I'll need some defense against books that have a moderate to large number of creatures like Mordok's Obelisk or Suppression Orb.

After playing a game where the book had problems I couldn't solve, I swap out a few spells to more easily defeat that problem in the future. One egregious example; in one Forcemaster book I neglected to include Armor Ward, which gave me a lot of (avoidable) problems against my friend's Fire Wizard to the point where I had < 6 HP left at the end. I then threw in Armor Ward immediately.

57
Rules Discussion / Re: A Reverse Magic situation
« on: May 05, 2014, 10:19:12 PM »
Since he's taking control of the enchantment as it is being cast, it would be taken over face down. It would then have to be flipped face up like normal, and the Magebind cost would have to be paid then.

58
[mwcard=FWE08]Mind Shield[/mwcard]

That is a nice play, and at its cost is really worth it from both Mana and Spell points pov.

Timing is what separates me from the better players ;)

I only have decent timing. It's a large part of the reason my books tend to have a lot of enchantments.

59
If you're worried about Mind Control, bring some copies of Mind Shield. There is nothing more satisfying than spending 2 mana and a level 1 spell to counter 12+ mana level 6 spell.
Even better, if you are able to predict the Mind Control and have a Dispel ready. This is even more satisfying as you get to Dispel the Sleep and then activate the creature to remove the Stun markers. Then "Big Smile" as they see 8 (level 3) or 10 (level 4) mana disappear down the drain for basically a 1 turn stun of the creature.

Wand of Healing also works well as it removes the condition without Stunning....

I'm not sure it'd be better. Mind Shield avoids the Stun entirely, costs you less mana, and doesn't require you to predict the correct round.

On the other hand it's vulnerable to Seeking Dispel, though I'm not sure that's a big concern.

60
General Discussion / Re: FiF: Harshforge Plate
« on: May 05, 2014, 03:14:40 PM »
I didnt believe it, that i am saying this buuuuuut it would be fair enough, that every incantation or enchantement would be +2 more mana to pay. There should be no diference, from which mage a spell is cast. Spell is a spell.

But right now, dwarf warlord will be a "mage" which should be feared!

My thoughts are also reaching paladin, holy/war level 1 mage... :)

Unless Paladins are trained in War 2, they won't be able to use Harshforge Plate.

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