May 17, 2024, 07:50:10 PM

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Aarrow

Pages: 1 2 [3] 4
31
Rules Discussion / Poisoned Blood Reveal
« on: March 25, 2013, 08:40:43 PM »
Can I reveal Poisoned Blood after my opponent casts a Healing spell?

I know you can't counter spells this way, but since it doesn't counter...?   They could still target and roll the dice, right?

32
Spells / Re: Quicksand - Not Really That Great
« on: March 25, 2013, 07:50:56 PM »
Thanks for the feedback!  I'll try using Tanglevines to combo some distance attacks.

33
Strategy and Tactics / Re: Warlord vs. Flying
« on: March 25, 2013, 03:26:41 PM »
I've seen successful Warlord strategies build defensively.  They summon the Barracks and Harmonize right away, then start flooding creatures.  The Goblin Slingers are cheap, and great against flyers.  You could Guard with your Warlord to protect your gobbies and the Barracks. Also, plant a Sacred Ground and Standard Bearer in your spawnpoint zone.  Use the Sniper for your large creature, he has great range to hit.  The Triplestriker is great when combined with Rouse the Beast, and can get you out of a jam.
Sniper shot if they have a facedown attached, but I haven't seen much use for the rest of his command incantations (at least not with range striking).  Save your mana for creatures.
Equip Dragonscale Hauberk and Elemental Cloak to shut down fire attacks.

Warlord is tricky.  His triple Arcane cost limits the answers he can put in the spellbook.

34
Spells / Re: Quicksand - Not Really That Great
« on: March 25, 2013, 12:17:57 PM »
Yes  Teleport.  I thought I read that you could Teleport for zero, staying in the same zone, but freeing any attached conjurations like Tanglevine.  If so, that seems too easy to use your quickcast to just get rid of it.

35
After a bunch more games over the weekend, here's what I found:

Wall of Thorns trick is very effective!

Wizard-
Earth Wizards have the best chance of any mage to take down the Forcemaster.  You can save Nullify for Bear Strength.  Hurl Boulder can keep her Dazed so her huge attacks and Battle Furies miss.  If she sets up the Battle Forge, save your Dissolves for Dancing Scimitar or her wands.  Seeking Dispel/Invisible Fists on a stick can really wreck you!  If the Forcefield combined with her Deflect is too much to punch through, then set up the Force Push/Wall of Thorns to eliminate the Charges and push her into your waiting Golems...  She'll still get 2 cancels (3 with Scimitar) a turn...  Or just Dispel it for one more mana than the wall combo.  Keep your Golems grouped together, and effective group attack takes a full action and you can respond with Group Heal.  It's much easier to Teleport her to your Golems.  Most Forcemaster builds farm Battle Forge/Harmonize and Crystals the first two turns, this creates a devastating 3-card hand every round, and since she can play the "react" game and doesn't use mana for creatures she'll win the mana war every time.  Don't be aggressive.  It may seem like hitting her before she has a chance to build up would be best, but her defenses cost very little mana and her sword is stronger than your attacks.  Try Teleporting forward one zone first round and cast Voltari Gate next to you.  You can Harmonize and use it to spawn your Golems while you build your defenses and mana.  Then you can Teleport her in on her initiative for a raze of attacks, then on your initiative you can Nullify her and follow up with a Tanglevine to prevent her from escaping or Teleporting out.

Fire wizards can use the same strategies unless she equips the Hauberk.  You can also try summoning Gorgon Archers if you can keep the Mind Controls off them.  Weak is super effective is she doesn't run Purify.

Air Wizards can ditch the Golems and Gate, saving your mana for a very aggressive solo lightning assault.  As long as you can Dispel her Forcefields, you can win the attack war with Dazing unavoidable attack spells.

Beastmaster-
Spam the arena with creatures, but spellbind a Force Hammer to deal with Obelisk once you get a few creatures out.  Keep your Pet Nullified and watch out for Mass Sleep.  She will most likely only be running one, if any.  You could try a Force Wave through a Wall of Thorns.  Falcons are very effective because they are fast, easy to summon, and work well with the Wall of Thorns combo.

Priestess/Warlord-
Both of these mages are efficient at building a defensive stronghold and spamming range strikes.  Use Wall of Thorns to take down the Forcefield and Dissolve her defenses.  Ignore Charms and just guard and let her pay the upkeeps.  You can summon more creatures.  Save Dispels for Mind Control.  Eliminate Obelisk ASAP.  Late game, the Forcemaster may destroy the walls and decide not to pay the upkeep on Forcefield just to replace it with a new one.   If you're out of Dispels, then Guard is your best friend!  As she spends attacks taking down your minions, you can punch through her defenses to set up your final attacks.

Warlock-
My versions of the Warlock have all been aggressive builds:  Lord of Fire buddy, Werewolf, Solo, etc.
So far, I've had No success against the Forcemaster.  Lord of Fire will get Mind Controlled even with a Nullify (She can Seeking Dispel/Mind Control in the same action).  Werewolf dies too fast.  And I haven't been able to keep up with her doublestrike and defenses when I run solo.  There are too many items to Dissolve.  Dancing Scimitars and Hauberk and Elemental Cloaks keep wrecking me.  Agony gets Dispelled right away.  The low mana production of Warlock simply cannot keep up with Forcemaster's arsenal.  I tried a slower approach, building up my equipment... but she just put Drain Power on Mage Wand to win the Mind Control/Dispel wars.  Besides luck, I haven't found any effective strategy.
For 11 Mana, her sword rolls 8 dice (10 with Bear Strength), while Warlock's 8 mana sword rolls 5.
But it's her innate Deflect that really tips the scales...  Free mana 50% miss for my burn spells or attacks.

Hope this helps!

36
Spells / Re: Quicksand - Not Really That Great
« on: March 25, 2013, 10:32:37 AM »
For either Tanglevine or Quicksand-  Can't you just Teleport out of it for zero mana as a quick action?

It seems these restraining cards should be more powerful to be playable.  How are players getting usage out of these?

37
General Discussion / Re: Spellbook and Counters
« on: March 25, 2013, 10:08:04 AM »
I also use my own red D6's for damage counters.

The status tokens that come with the set (weak, burn, shield, guard, etc) probably should be standard Mage Wars tokens to prevent confusion.

As far as spellbooks, they are unique, but seem unneccesary for gameplay.  I often find myself pulling out multiple options to consider before choosing my two spells for the round.  I think having your spellbook arranged in a "spelldeck" would speed up the preparation process, but that's just me.
I agree with Drealin...  As long as your cards are clearly separated from your two spells and discard pile, it should be fine.

38
General Discussion / Re: No Armour in War School
« on: March 25, 2013, 09:56:16 AM »
I agree!!  The Warlord should be STACKED with armor!
He already has the worst weapon in the game...  why no love for the Warlord?

I suppose he's more of a "commander" than a fighter...  It would still be cool to see his armor grant defensive bonuses to adjacent zones! (his charisma supports troop morale!)

With the exception of the Forcemage, I love all the unique concepts and differences each mage can bring to the table to make interesting and fun games!

39
Rules Discussion / Re: Grimson Deadeye, Sniper vs. Flying Creature
« on: March 24, 2013, 08:12:07 AM »
Grimson Deadeye cannot attack a flying creature in the same zone.
His range of attack is 1-3 zones away.

40
Strategy and Tactics / Re: Sacrificed on the Altar of Awesomeness
« on: March 21, 2013, 09:43:00 AM »
Alright, so the "until end of turn" effects, only affect additional separate attacks, not double/triple strikes?

Whew!...  back to playing a fair game again!

So... what's the highest quick attack in the game?

Also, besides battle fury/end of turn effects, is there any way to "double-dip" ANY bonuses?  (zone attacks, sweeping, anything)

41
Don't listen to Sam, he always gives me bad advice! lol

He also whispered...  your opponent spent 52 mana summoning iron golems??...  hmm, I guess I can turn them into harmless rocks with a simple forcefield and nullify...  now I've got till next week to take them down with my double striking sword... ...and they've all got upkeep +1...  who needs mind control :P

42
Strategy and Tactics / Re: Sacrificed on the Altar of Awesomeness
« on: March 21, 2013, 09:27:17 AM »
What a crazy powerful game finisher!

Use the Warlock/Lord of Fire combo to start beating down...  then if they survive a few turns, you can pull this finisher off in as little a two turns:

(Any turn starting with 20 mana and opponent has initiative-clear his facedowns for pinpoint accuracy)
No first quick, activate last and summon Darkfenne Hydra, last quick to summon Altar
Next turn, play jinx, sacrifice demon, and attack for 27!  Your opponent can't even respond!
If your'e confident your opponent doesn't have a quick answer except running away, then grab teleport instead of jinx, and also grab Hand of Bim-Shalla/Attack Spell/ or just attack
You could roll over 40 dice in one turn!  (demon attack, hydra attack, your attack, +quick spell)

43
Mages / Re: Mages that you would like to see in the game
« on: March 21, 2013, 09:09:04 AM »
Dragons are an awesome idea!
One for each school,... something like:

Ra
42 Casting Cost
8 Holy School  & 1 Fire & 1 Mind
5 Armor 20 Life
Upkeep 10
Haste (action counter ready when summoned)
Flying
Psychic Immunity, Holy -5, Dark +5
Quick- Firebreathing 6 Fire Damage to all objects in two adjacent zones
Full- Holy Might, 12 Holy Damage unavoidable, ethereal, may not target Holy objects.  Ra becomes incapacitated until his next activation

44
Rules Discussion / Re: Alright... weird enchantment question.
« on: March 21, 2013, 08:49:15 AM »
Quote from: "Snotwalker" post=9451
Quote from: "Tacullu64" post=9443
There can't be 2 Nullify's on the same creature. The casting of the second by the opposing mage causes the first Nullify to be revealed (mandatory reveal icon on Nullify), at which point it's controller must decide to pay the reveal cost and cancel the second Nullify or not pay and let the second Nullify be attached to his creature. As a side note the controller of the first Nullify only knows his creature is being targeted with an enchantment at this point, not what that enchantment is.


Since we're in "TheoryVille" here, actually there could potentially be 2 Nulifys on one creature.  How, you ask?  In Teamplay games.

If both I and an ally in a teamplay game cast nulify on an opposing mage, then yes, there could exist an example of 2 legaly cast nulifies on a single creature.

But I also admit that in a 2-player game, this could never happen.  My bad.  I was trying to think of both 1:1 and team games at the same time, and obviously had a Spell of Confusion cast upon me by a opposing mage.  (Hmmmm....  Spell of Confusion... interesting future enchantment release?...  When revealed, the intended spell's target is now cast upon a randomly determined creature instead, both ally and enemy considered alike?  Wow... I like that!)
Even in team games the first Nullify HAS to trigger when the creature is targeted by ANYONE, even including the owner of Nullify.

45
Rules Discussion / Rules Notes and Clarifications
« on: March 20, 2013, 03:43:10 PM »
There's a forum at the top of the Rules Forum called "Rules Notes and Clarifications", but it's locked...  Do these rules still apply?

Specifically, the one about Ranged +X do NOT affect zone attacks.

Thanks!

Pages: 1 2 [3] 4