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Messages - Alexander West

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91
Alternative Play / PBEM Mage Wars
« on: January 30, 2014, 01:02:10 AM »
My brother and I have been playing Mage Wars by email.  It requires that we trust each other on card planning (though we could both make blind emails to a third email address and verify after if that were an issue) and dice rolling (though we could use a dice roller to cover that if it were an issue).  We just keep a short text file to describe the game state, and it works quite well.  Here's an example from the end of the first game we finished:

Turn 7 (Planning)
Initiative: Andrew

Warlord (Alexander - Green) : Channeling 9, Mana Supply 12, Damage 18 / Life 36
(Meditation Amulet) (Regrowth Belt) (Dragonscale Hauberk)

Warlord (Andrew - Blue) : Channeling 9, Mana Supply 15, Damage 3 / Life 36
(Ring of Command) (Leather Gloves) (Warhammer)

A4: (B) Grimson Deadeye (A+) (D:6)
B2: (G) Knight of Westlock (A+)
B3: (G) Knight of Westlock (A+)
B3: (B) Akiro's Hammer (L:2) (D:5)
C3: (B) Warlord (Andrew) (A+) (QC+)
C3: (G) Warlord (Alexander) (A+) (QC+)

92
Player Feedback and Suggestions / Re: A few suggestions
« on: January 29, 2014, 09:37:56 PM »
Good points Drac.  I love that we're both just arguing a million different angles why the Johkarti is terrible.    :'(

93
Player Feedback and Suggestions / Re: A few suggestions
« on: January 29, 2014, 08:51:28 PM »
For my the Beastmaster question is one about goals.  The Straywood clearly excels at swarms, and is probably the best aggressive Mage in the game.  However, swarms have many ready counters, which leads to a meta decision to play fewer larger creatures.  Once the swarm strategy is out, the animal quickcast ability isn't as great, and Wonded Prey can be more meaningful for damage output than the Pet bonuses.  Unless, of course, everyone is playing Nonliving creatures, in which case Wounded Prey is a blank.

Personally, I've started making all my non-swarm Nature based decks with the Druid.  She just seems way better than the Johkarti, given a broader range of spells, a nice Spawnpoint, and sort-of 10 channeling.  Bows are so awkward and mana intensive, I don't miss them at all.

94
Spellbook Design and Construction / Re: Rosa Parks
« on: January 29, 2014, 02:34:53 AM »
What do you mean when you say "attrition" is your strategy?  To me, this means you want to trade your stuff for their stuff, and come out ahead.  You can do this either by having more efficient stuff, more synergistic stuff, or a better stuff economy.  To me Meditation Amulet and Lair are two of the best ways of generating stuff economy.  If you can protect them from an early attack and trade off critters, you seem like you'll get ahead in the long game?

95
Some questions/observations:

1) How often do you use all of your copies of Rhino Hide or Bear Strength?

2) Given how static your game is, Fortified Position and/or Mohktari seem like good area buffs?

3) Where do you find enough space for 4 mana flowers and a Vine Tree?

96
Player Feedback and Suggestions / Re: A few suggestions
« on: January 28, 2014, 09:34:57 PM »
The thing about Zombies, is that Bloodthirsty is a huge drawback.  An armored up mage with like one point of damage and a verterans belt can soak up most of their attacks, but they have no choice but to keep choosing this terrible target.  I am sure there are many other ways to make all of their attacks de-optimized, and I think as such they aren't as overpowered as you might fear.

I *would* like to see more +vs. Nonliving effects as Golems/Conjurations/Undead seem pretty strong in the current meta since they dodge so many powerful vs. Living effects.

97
1) Technically you only need to cast Idol of Pestilence to force the opponent to come to you.  The Tournament rules say that whoever took more damage in 75 minutes is defeated if there is not a conclusive (KO) outcome.  I think the greatest strength of Idol is that it is effectively 1 damage with unlimited range, and puts the onus on your opponent.

2) I really like the enchantment/curse Death Link.  If you're enchanting up the opposing Mage, getting a regen belt effect along with your damage is pretty sweet.

98
I'm pretty sure Knight of Westlock is one of the top cards in the game.  Especially since the Priestess is so good at clearing conditions, I feel like my basic gameplan with her would be to churn out Knights.  I'd want 3-4x.

I also feel like I always want a Meditation Amulet in case I want to turtle-up and out mana an opponent.

I've rarely been impressed with Pacify.  At worst, they just set their guy to guard and it's hardly penalized.  Without a broader mana denial strategy, it just doesn't feel very effective.

99
League / Tournament Play / Re: Seattle Area Mage Wars (Washington State)
« on: January 27, 2014, 05:21:35 PM »
Yep!

100
Spellbook Design and Construction / Re: Necromancer Build
« on: January 27, 2014, 03:09:46 PM »
Agree on the promos.  (Which is sad, since Gravikor is obviously perfect for your flying woes.  However, you have 2 maim wings, and can guard at worst, so it's probably covered.)

Maybe tell us why you were beaten by The Dude?  What happened in the game?  Sometimes the book is fine, but needs the right game plan to go along with it?

101
League / Tournament Play / Seattle Area Mage Wars (Washington State)
« on: January 27, 2014, 02:34:18 AM »
If you are looking for people to play with in the Seattle area, join the Facebook group Seattle Area Mage Wars and say "hello!"

102
Mages / Re: Why the Beastmaster isn't very good
« on: January 26, 2014, 03:32:56 AM »
Are Obelisk and Orb that widely played?

It seems like they are troublesome cards, but maybe countering with Force Hammer and some small hit(s) wouldn't be so bad?

To me the biggest problem is that there are three very different ways of attacking a swarm of weenies:  Mana taxes (Orb/Obelisk/Cloak), area attack (Ring of Fire, etc.), or Mass Sleep.  Each requires very specific counters, and in particular area attack is tricky as the best counter is a pre-emptive Etherian Lifetree.

That said, swarms are really potent.  Being able to get 12 dice of damage into the far corner on T3 is nice, and adding ~6 dice a turn from there is nothing to shake a stick at.

If your opponent doesn't have any good anti-swarm plan, they will definitely lose.

103
@Aylin:  You're completely right.  I should be more specific!

I agree with Jack about defense.  Warlord has a lot of defense buffs, so I'd rather get more HP.  2 armor would be perfect, but just 1 would also be fine.  I also want a soldier with a good damage output for their cost.  3 damage on a level 3 is anemic.  Panzergarde is a useful roleplayer, but it's not something I want an army of to battle my opponent with.  I want to get 5 damage like Knight of Westlock or Undead Knight.

104
There are a few cards I keep wanting to build with but finding don't exist:

1) A "Reforge" spell.  Maybe Fire or War?  I want to "resurrect" dead equipment.  It's too book intensive to play multiple copies of each equipment, since you can't always predict which one your opponent will destroy.  It would be nice to have a spell that put them back together once they Dissolved, Corroded, or Exploded.

2) A level 2 "vanilla" Light creature like skeletal sentry or orc butcher.

3) A level 3 War school soldier.  (This is my favorite ratio of cost:power:time in creatures, and it's brutal having to pay x2 for Knights of Westlock or Undead Knights.)

4) A level 3-4 flying (and elusive?) non-legendary demon to build a solo-ish Warlock in the vein of the Forcemaster.  I want something that makes a good Blood Reaper while having a useful ability to avoid swarms and prey on a specific target.  (I want an Invisible Stalker analog for my Warlock.)

105
Spellbook Design and Construction / The Warlord's Soldiers
« on: January 24, 2014, 01:33:40 PM »
This is a book I've played a few games with.  Essentially, there are 3 main modes:  Attrition (Barracks + Harmonize + Meditation Amulet), Siege (Archer's Tower + Grimson + Akiro's Hammer) or Aggro (summon some med-big, buff).  My feeling is that the Warlord ideally wants the largest number of moderately durable summons he can play to maximize the benefit of the Veteran ability.  My go-to plan is to make as much mana as I can to churn such guys out.  Knight of Westlock costs a ton of book points, but I've never regretted having them on the field.

Looking for feedback/input/advice.

Mage Wars deck (built using OCTGN deckbuilder) 1/24/2014 12:00:00 AM

Spellbook points: 120 used of 120 allowed

1 Warlord

---  Creature  ---
1 Grimson Deadeye, Sniper
4 Orc Butcher
1 Sir Corazin, Blademaster
1 Thorg, Chief Bodyguard
3 Knight of Westlock
4 Goblin Slinger
1 Dwarf Panzergarde

---  Enchantment  ---
1 Standard Bearer
1 Armor Ward
1 Divine Might
2 Fortified Position
1 Harmonize

---  Incantation  ---
1 Akiro's Battle Cry
1 Piercing Strike
1 Perfect Strike
1 Evade
1 Charge
1 Battle Fury
1 Sniper Shot
1 Power Strike
2 Dispel
2 Dissolve
1 Force Wave
1 Minor Heal
1 Heal

---  Conjuration  ---
1 Akiro's Hammer
1 Barracks
1 Archer's Watchtower
1 Wall of Stone

---  Equipment  ---
1 Helm of Command
1 Ring of Command
1 Eagleclaw Boots
1 Dragonscale Hauberk
1 Regrowth Belt
1 Meditation Amulet
1 Horn of Gothos
1 Wand of Healing
1 Mage Staff
1 Leather Gloves

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