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Topics - Korvanus

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1
Spells / Mage's Wand
« on: October 17, 2012, 10:28:50 AM »
I really like the spellbind mechanic that has been designed for this game, but we ran into several scenarios that have made us want to ban the Mage's Wand. Dissolve, Dispel, Sleep, are a few of the cards that break the game once they are in the mage wand. The fact that you can change the bound spell as a quick action for 3 mana and return the previous spell to your hand makes it even worse. Has anyone else run into this issue? Is there a way to deal with the mage wand without it coming down to the player with the last dissolve in their deck holds all the cards?

I should note that we have no issues with the elemental wand as it only applies to attack spells, allowing a nuking mage to be possible.  

Thanks,
Korvanus

2
General Discussion / Randomness
« on: October 16, 2012, 04:47:50 PM »
Hello All,

I just picked up the game last week and I am enjoying it. I am a long time MTG player and have had my hands in the WoW card game since the beginning, up until a few months ago. This game scratches the same itch and I really like the core mechanics of the game, especially the spellbook.

That being said, I am having serious issues with the dice in this game. While I am not opposed to randomness, and would rather have it be in dice rolls than in card draw, I find that the dice in this game are far to swingy. This produces unpredictable results that makes it very hard to gauge how effective your actions will be from turn to turn.

As an example, I was playing a two player game against my cousin who was using the beastmaster deck. I forget which creature he was using, but it had 7 attack dice. He did 9 damage total (11 base), 8 points of which were crits. In another game I was playing the warlock, and had the flame lash and bears strength. I attacked rolling 7 dice and I did only 4 damage total (6 base), 2 points of which were crits.

To me this makes it unplayable. While I understand the designers have said that this is a minatures game with cards, it has a very strong CCG feel (more like an LCG) and would love to be a part of the overall scene.

I know critical hits are important so that having a high armor does not make you invincible, but is there a way to modify the dice rolls (or remove them all together) so that they are less swingy? Obviously this would be a variant rule, as I would not expect the game designers to change their game on my account.

Thanks for reading,

Korvanus

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