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Messages - Reddicediaries

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76
Spellbook Design and Construction / Re: Sire: Curse of the Depths
« on: February 20, 2018, 04:39:48 PM »
I don't do opening plans. I play each game as I see needed.
I bet your plan is to start with your mage in your own corner and then you draw exactly two cards from your spellbook to move on straight forward with round 1. Maybe the rest depends.
I think what he means is that he doesn't have an opening that is the baseline. Depending on his opponent, he will open as he sees fit.

77
Spellbook Design and Construction / Re: Sire: Curse of the Depths
« on: February 19, 2018, 07:33:54 PM »
What was the opening plan?

78
Spells / Re: Dark L1 Enchantments D-H
« on: February 19, 2018, 06:11:38 PM »
Debilitate **

Link to pic:
https://boardgamegeek.com/image/1794784/mage-wars-debilitate-promo-card

Im hard pressed to see this as wow!
Its great on Ehren and its really good if somebody multibuff something: Bear strength, Wolfs Fury and Lion Savagery but if someone run that tactic i would be logical to also run Enchantment Transfusion. So that means you should probably run ET and Shift Enchantment. Thats not really a bad thing, with enchantments being real popular you probably should run those anyway.

But i just rather run Altar of Infernia instead.

And i think Agony is better. Garantied result and a much better nullifyprobe. Theres lot of 3 dice mage who don´t plan on attacking but end up doing it when theres nothing better to do or counterstrike when the guarded for some reason.
Nullifyprobes can be important and i rather have something that if it stick is likely to do a little something.
I think this card won't do much to Ehren since he doesn't lose the tokens.

79
Events / Re: ADMW Open 2 - An Open Online Mage Wars Tournament
« on: February 13, 2018, 05:06:14 PM »
To early for some tourney hype?

Revealing the current starting field?

Pre tourney interviews?
Those are some pretty good ideas Biblo, especially the second one.

80
General Questions / Re: About the Paladin...
« on: February 12, 2018, 08:30:13 PM »
Well, yes.

I should possibly have been clearer that the straight bonus should be for the Pally only, and not come with a boost to the enemy.

The Paladin should be out there fighting Adremalech rather than the goblin, but being the Mage it is unlikely to do so since it does not want to face that boosted counterattack.

I think the Red Helm power is actually a better implementation of what the Pally’s power could have been.
I honestly hate anything related to strongest since I find it is pretty easily worked around.

That is because you lose the positioning game. I feel like I say this over and over. It's not the dice you have on the table - - it's how you use them.
That's kind of exactly my point Puddn. It's why I take issue with "how many dice can I throw" strategies.

81
General Questions / Re: About the Paladin...
« on: February 12, 2018, 06:41:12 PM »
Well, yes.

I should possibly have been clearer that the straight bonus should be for the Pally only, and not come with a boost to the enemy.

The Paladin should be out there fighting Adremalech rather than the goblin, but being the Mage it is unlikely to do so since it does not want to face that boosted counterattack.

I think the Red Helm power is actually a better implementation of what the Pally’s power could have been.
I honestly hate anything related to strongest since I find it is pretty easily worked around.

82
General Questions / Re: About the Paladin...
« on: February 11, 2018, 06:59:50 PM »
Yeah... you don’t play the Paladin for valor reasons, you play him because of his awesome training. The valor is just the cherry on top, if you can get any use out of it. Don’t make your strategy revolve around gaining valor.

This.
Agreed to an extent. Valor can be quite useful and auras are really good when you have the spare action. But no, I don't play paladin for auras.

83
I'd highly recommend you look at this: http://www.foren.pegasus.de/foren/topic/25813-johktari-tiermeisterin-goddess-of-the-hunt/
It's Schwen's breakdown of his Johktari and there are some nice replies as well.
Sure it's a bit dated, but the things he has to say about using the bow and synergies could be really helpful.

84
Player Feedback and Suggestions / Re: New weapon- Dual Blades!
« on: February 07, 2018, 04:11:36 PM »
And open to all the Mages. Don't forget that.
I don't think I'd spend 6 sbp on this though.

85
Custom Cards / Re: Locust Plague and..
« on: February 06, 2018, 04:35:07 PM »
Deep in the desert is hidden, The Black Pyramid.
I think the Pyramid is a bit overcosted. Paying let's say 15 (Pyramid + Ghoul Rot), would still be losing the mana battle vs 4 falcons deployed from lair (12 mana total).

86
Rules Discussion / Re: intercept akiro's hammer
« on: February 05, 2018, 06:46:49 AM »
No; if the interceptor is not a legal target for the attack, then they can not intercept it.

87
Mages / Re: favorite mage
« on: January 31, 2018, 09:53:28 PM »
Pretty sure Puddn is joking.

88
League / Tournament Play / Re: Looking for SoCal Players
« on: January 31, 2018, 02:50:51 PM »
Well, not very close at all, but glad to see Mage Wars going from Coast to Coast! :)
Aha, for some reason I thought SoCal was near New York.

Dang you Google Maps! :)

89
Mages / Re: favorite mage
« on: January 31, 2018, 02:49:40 PM »
My favorite mage has to be the paladin.

I always loved the Holy and War schools, and a mage with good training in both is just golden. Some of the best training in the game enables him to play in so many different ways without one being necessarily stronger than the other.

90
Strategy and Tactics / Re: New to the holy school of magic
« on: January 31, 2018, 02:47:33 PM »
Hey man! Join us in holy! Easily Priest is my favorite mage, but everyone has their preference which is why I love the school so much. Each of the holy mages favor certain play styles stronger then other. If you are looking to explore one specifically that will be easier to pin point how to help. In general here is how I think of them

Priestess - Great long game mage, nothing great offensively, but tends to bring out bigger creatures
Priest - Better against short game books then the priestess, He trades the defensive nature of Priestess to have some of the best offensive combos in the game.
Paladin - Really good at aggression. Usually you want at least 2 of level 2-5 creatures to run with him at all times. Generally the faster you want to engage, the more war school you want in this book over holy.

All of them can play any style and still be competitive, but I hope this rundown can help guide you to the ones you want to play.

If you want help in surviving early rushes I highly suggest taking a blind. You can combo it with daze to slim their chance of following through offensively. Holy can shut down solo or buddy builds really easily with the effect rolls and cards like Blind. Another option is just to heal through early aggro. Once their attack spells exahust you can usually cleanup.

Luminous Blast is also a great card to help bring damage on. It's also versatile in that it can be used defensively. Figuring out when you need that daze/stun vs if you want to save it for future damage is something to keep in mind when learning holy. To go with that Dazzle is also from Priestess Academy. This is a great card because Stagger lowers attack spell dice and stacks with itself.

There are a lot more combos in holy, but it really depends on what direction you want to take it. I suggest looking at the cards and starting with the most interesting looking ones for you.
I reiterate and agree with everything Coshade said.
Something of note: while a lot of people like using the forge with the paladin to help deploy his awesome equipment, I actually have just cut forge from most if not all of my paladin books. The reason being is that with a forge, you can most likely get out 1 11-15 mana creature and maybe one 7-9 mana creature in the early game. This is because unless you spend almost all your quick casts and forge actions on super cheap stuff, you will run out of mana to support one of these playstyles. What I like to do instead is get out 2-4 buddies (such as Ehren and Alandell) while manually equiping my mage with equipment and enchantments.

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