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Messages - reddawn

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91
Custom Cards / The Prophetess
« on: April 17, 2014, 07:39:09 PM »
"We are the forgotten.  Friendless, scorned, and betrayed, Etheria would sooner see us drown in the fires of its aimless wars than heed the prophecies of old. A great judgment comes as the veil between Etheria and the elder spirits wanes...but words alone cannot hold back the unspeakable horrors that seek entry.  We have seen the signs and sounded the call; if our truth now falls on deaf ears, then we must all embrace the coming Terror."

_

Prophetess - 120 spellbook points - 32 Health - 0 Armor - 10 Channeling

Creature - Human

Subtype - Storm-torn Wastes

Training - Arcane school and player's choice of Holy or Dark school - Corporeal creatures and Conjuration spells cost triple during spellbook construction

Spectral Portal - During the Deployment phase, the Prophetess may place her Portal token (up to 1 zone in the direction of her choice).  When you summon a Spirit creature, you may instead summon it in the Portal's zone rather than your own.

Spirit Call - Once per round, when you summon a Spirit creature, you may pay mana equal to its level.  If you do, that creature enters the Arena active.

Basic Melee Attack - 3 dice

_


I thought a Spirit-themed mage would be a neat idea, since Corporeal creatures currently have a monopoly on relevant abilities.  The Prophetess could have cards that allow her to interact with her Portal other than summoning spirits, such as calling forth weird inter-dimensional attacks at its location or improving the abilities of her spirits.

Anyway, I don't think I've suggested a new kind of Mage yet, so that's my initial try.  Thoughts/suggestions/outbursts are welcome.

92
Strategy and Tactics / Re: The value Mana Flower and Mana Crystal
« on: April 16, 2014, 06:48:17 PM »
Spending an action to play a decoy doesn't seem like a good idea.  Outside of that legendary fairy, I don't see much of a point in actually using them other than to break suspected nullifies...and you can do that with any enchantment with little risk as long as you have more than 1 copy.

Idk, I've never found myself using Decoy.  There's plenty of other cards that actually do things, like the super-cheap commands or just basic melee.

93
Strategy and Tactics / Re: The value Mana Flower and Mana Crystal
« on: April 16, 2014, 01:23:45 PM »
IMO, mirroring the opponents mana utilization is allowing him to dictate the game, if he is a Warlock saving for Adramelech, I am supposed to  hold on to my mana until then not utilizing my actions? I perceive that there is nothing wrong in spending all of your mana, each round if you want. Now there is a grain of salt in there, if you are casting out mandatory Enchantments you need to reveal costs on hand etc. In game there are very few things that have 0 mana or 5 having mana on hand that will make a big difference (other than the previously mentioned hidden Enchantments).

What I meant wasn't that you mirror you opponent; just try to recognize the situation and anticipate what's going to happen based on what mage you're against, and then try to play a card that will deal with that situation as best you can.  I.e., If you're a Druid vs a Warlock and you suspect an Adramelech play (not hard to guess if the Warlock is saving up mana for a few rounds), you should have something other than your typical plant card ready to deal with that (probably Tarok w/buffs or Samandriel if you really need a good counter).       

And you don't stop playing cards altogether if you see your opponent being frugal with mana and you don't know what they're up to; you just play cards (usually creatures) that are "generically good" that are just meant to be all-around solid ways to increase your board presence and dice count rather than counter specific kinds of creatures.  Creatures without special abilities but have good stats and low cost are pretty much meant for that exact purpose, such as Orc Butchers, Skeletal Sentries/Minions,  Timber Wolves/Falcons/Foxes, etc.           

I suspect that's the reason why Steelclaws have become popular, since they're pretty much the biggest creature you can play that is "generically good," especially with Wizards, who mainly have creatures that are more specialized rather than all-around-ers.

94
Strategy and Tactics / Re: The value Mana Flower and Mana Crystal
« on: April 16, 2014, 09:28:42 AM »
Using all your mana every turn is a very bad way to play. It makes you mana starved and predictable. Opponent know you can't cast a spell that is over your channeling. That is why I prefer to do some big casting in first few turns then cast low mana cost spells to get in the 15-20 mana range at beginning of my turn. Always have 1 spell you want to cast and 1 spell to counter the thing you fear most your opponent would cast that turn. That way you build up a mana pool, allowing you to drop the bomb at the right time.

I rarely use all of my mana for a given round, but I do often spend most of it. 2-4 left over unless I'm going melee with my mage.

There's nothing wrong with spending all your mana, as long as your opponent is doing the same.  If you don't spend enough mana, you risk getting behind in board position and actions.  I.e., if your opponent plays a large creature, you need to play one of similar strength that ideally counters their creature, or some cost-efficient removal that takes it out of the fight for a while (sleep, turn to stone, etc).  It's more about reacting properly to the current situation than trying to hoard your mana.

Generally, I don't usually want to be the first player to make a big play because it leaves you open to getting countered in the next round, but depending on how your dice rolls go and the creatures you have left, sometimes you just have to bite the bullet and make the play so you dont get too far behind.

95
Strategy and Tactics / Re: The value Mana Flower and Mana Crystal
« on: April 15, 2014, 06:37:36 PM »
Mana Crystals/Flowers are perfectly fine, but you're not supposed to splurge 15 mana and 3 actions on them in most games.  1-2 mana making cards is all you really need at most, and since it's only 2 actions, you won't get so behind (in actions) since that play only takes 1 round. 

As others have said, rings are the best.  A solid opener for pretty much any mage is his/her class ring + move + mana crystal/flower, or 2x mana crystals + move, and then Turn 2 is class ring + creature or whatever.  Basically, you don't have any real risk of being attacked on turn 1, so there's no reason not to improve your channeling.

Round 2 you could be attacked, but that's not really wise on your opponent's part because that gives up developing their board with creatures/conjurations.  The fastest openings possible aren't actually viable if the other player is running armor and some way to heal...which they should.

96
Rules Discussion / Re: Official Competitive Tournament Rules?
« on: April 13, 2014, 06:22:32 PM »
Thanks for super-quick reply :) ,  I'll just use those then.  Kind of disappointed to see that MW still doesn't have set tournament rules yet, but I suppose that's the nature of things if all the tournaments are at cons.

97
Rules Discussion / Official Competitive Tournament Rules?
« on: April 13, 2014, 06:04:49 PM »
Do these exist yet?  I'm returning to the game after a long while, and I still have a concern about knowing exactly what the competitive rules are, since from what I recall, those can heavily affect balance.

Are they the rules from Gencon 2013, Bashcon 2014, or something else?  The official time limit for a competitive game (where players know the rules and their spellbooks) appears to be 90 minutes, but how should the winner be determined?

98
Idk if Charm is still around.  I'm just getting back into the game after a half-year hiatus, so I have no idea what the online presence is like or who is active...

So, who's around?  :o

99
League / Tournament Play / Re: Starting a League in Pittsburgh, PA
« on: April 13, 2014, 03:06:00 PM »
After many months, I have returned!

Any Pittsburgh-ers up for play?  My bro and I are playing again so it would be good to have a group.  We wanted to build up the MW scene at Pitt but it didn't work out last year, but hopefully we'll get the word out this time.

100
Rules Discussion / Re: Moving Target and Enchantment Transfusion
« on: September 03, 2013, 12:19:17 PM »
Right, which is why I said the example isn't correct; my example doesn't use two of the same enchantment, just one.  And as long as the end result is 1 Eagle Wings, I'm not breaking any rule.

101
Rules Discussion / Re: Moving Target and Enchantment Transfusion
« on: September 03, 2013, 09:49:12 AM »
I'm still wondering where you're getting the extra Eagle Wings from.  The example you gave doesn't apply because I'm only talking about 1 Eagle Wings.

102
Rules Discussion / Re: Moving Target and Enchantment Transfusion
« on: September 02, 2013, 10:07:24 PM »
Why isn't it a legal target for Eagle Wings?  Re-moving the Eagle Wings back onto the Gorilla from that same Gorilla doesn't break the "only 1" rule for enchantments.

Also, the FAQ specifies...

2.The caster or target of the spell moves (e.g. by being Pushed or Teleported away), even if the move was to a location where the spell was still in range. (In the case of a Teleport, this applies even if the teleport was into the same zone)."

So even if it's to the same target in the same zone and in-range, it still has the desired effect I want, because it moved, even if it moved to the same zone.

Though it would be nice if Shadow or someone from the rules team clarified this.

103
Rules Discussion / Moving Target and Enchantment Transfusion
« on: September 02, 2013, 03:06:38 PM »
The FAQ states:

"A spell fails and is canceled, if either of the following occur before the Resolve Spell Step:

1.The targetof the spell is no longer a legal target, or

2.The caster or target of the spell moves (e.g. by being Pushed or Teleported away), even if the move was to a location where the spell was still in range. (In the case of a Teleport, this applies even if the teleport was into the same zone)."


So, for example, if I had a Eagle Wings enchantment on a Mountain Gorilla and my opponent cast a Dispel targetting the Eagle Wings, could I reveal a Enchantment Transfusion, targetting that same Gorilla yet still moving the Eagle Wings (just to the same target), in order to counter the Dispel?  The FaQ suggests that I can.

Is this correct? 

104
Strategy and Tactics / Walls
« on: August 31, 2013, 10:03:12 AM »
How/when/etc do you guys use walls?  We are more familiar with the walls with the Passage Attacks trait and Pushing creatures through them, but I'm more concerned about the Passage Blocked/Blocked LoS walls like Wall of Stone/Steel, which seem to be largely ignored at the moment.

Do you use these walls to section off parts of the arena?  Maybe even an entire half of it?  What kind of success have you had or not had? 

For example, I've been struggling with playing the Warlord, so I'm looking at all the cards he has access to and his abilities, and thinking about using a strategy that may heavily section off parts of the arena and use Royal Archers/Slingers/Sniper in combination with Archer's Towers to harass my opponent, with Mountain Gorillas or creatures with the flying trait.  Or maybe to leave only 1 zone open to pass through, but use a Wall of Pikes so that it's harder to get into my side rather than my opponent's side.  It would look something like this:

X XW X X
X XW X X
X XP  X X

X = Zone
W = Wall of Steel/Stone
P = Wall of Pikes 


Perhaps I could incorporate some traps, like Spiked Pit, to compliment this strategy.

Basically, I'm asking, while I test this myself, whether you guys have experience using walls in this way or any way that is beyond simply pushing a creature multiple times through a wall with the Passage Attack trait.  The Warlord (and I suppose the Priestess as well) in particular seem well-suited to doing this sort of thing, with their easy access to ranged Soldiers and fortification-style enchantments, so any thoughts/experience about those two would be especially welcome.

Thanks!

105
Rules Discussion / Conjurations and LoS
« on: August 30, 2013, 02:01:47 AM »
Do conjurations that have attacks, such as Akiro's Hammer and Temple of Light, require LoS?  And if so, do they require LoS or the controlling mage?

I checked the FaQ and so far I only saw that creatures required LoS..

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