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Messages - Jon.Ambriz

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61
Strategy and Tactics / Re: Opening moves
« on: October 07, 2012, 02:43:56 PM »
Quote from: "Karnivor" post=1845
Quote from: "goofy" post=1296
I like mana siphon on the frost turn.  :evil:


Ive expanded a bit on this. This will be my opening in case my opponent gets the initiative.
This works if the opponent moves 0-1 steps.
1st turn:
Move 2 steps. Cast Mana Siphon. Save rest of mana for 2nd turn.
2nd turn
In case opponent moved once: Force push to corner.
Stone Wall him in.
3rd turn.
2 teleport traps on the sides of his "cage" unless he's done something clever.

On the full board, that would be a little hard to pull off, since the full board is 4x3. But, that combo is pretty great to do.

62
Rules Discussion / Re: Seeking Dispel
« on: October 07, 2012, 01:00:19 PM »
Quote from: "Rumsey" post=1841
So are you saying that you had two Mage Wands out?  One with Dispel and one with Seeking Dispel?  You are still claiming that a person cannot avoid "Seeking Dispel" by immediately revealing their Enchantment directly after playing it. Yes, you can. You cannot avoid subsequently if you do not do so. There is no "event" between the two that you can act upon. You are making this game more complicated than it actually is.

The Pope spoke. Listen to the Pope. Arcanus designed the game.

I did not have a second Mage Wand out. I had an Elemental Wand with Lightning Bolt, and a Mage Wand with Seeking Dispel. Now before you jump down on that equipment set up, read the following scenarios very carefully:

Scenario 1
Player A plays an enchantment face down on a creature two zones away from him, and two zones away from Player B, and Player A chooses to not reveal it, knowing Player B has Seeking Dispel bound to a Mage Wand, and another Mage Wand with Dispel bound. Player A chooses not to reveal because it's a hidden Decoy. Player B uses Seeking Dispel as the action to destroy the hidden enchantment, and seeing it's a Decoy, wastes the action on Seeking Dispel.

Scenario 2
Player A plays an enchantment face down one zone away, and three zones away from Player B and chooses to reveal it, knowing Player B is both too far away to use Seeking Dispel bound to a Mage Wand, and Player B's Dispel bound to another Mage Wand. It's Sacred Ground. Can Player B stop the action of revealing Sacred Ground? No. But, Player B knows that playing Seeking Dispel does not work on the reveal enchantment, instead Player B uses his action marker to move one zone closer to Sacred Ground, and uses his second Mage Wand's Dispel to dispel the Sacred Ground. That is allowed.

What I was talking about with "events" applies to Scenario 1. If the creature that has Decoy on it starts its move action, Player B can't use Seeking Dispel until the creature action is completed. This applies particularly for curses like Chains of Agony, where creatures take damage for every move action. Because Sacred Ground does not work that way, and because Player A in Scenario 2 chose to reveal it before Player B moved into range to use Seeking Dispel, that is not allowed.

63
Strategy and Tactics / Re: Opening moves
« on: October 07, 2012, 12:38:21 PM »
Quote from: "Scarob" post=1836
Now that i have the game ^^ - with only two games, one being a go through of the walkthrough in the rulebook (Me as eastmaster) - and another where we made our own spellbooks (Me as wizard vs Warlock)- i found that starting with mana gen works best as it took over 9 turns for my opponent to take out even just two Mana Crystals XD - sooo much mana lol

I've found that having two of the majority of spells works well. I'm interested in seeing how well the other mages work out, and may be changing my mind to which I thought I'd prefer XD, which was the Wizard - leaning towards the Beastmaster hehehe

Beastmaster is slightly more annoying than the other three mages, since he can quick cast all his level 1 creatures :pinch: But, that's when I throw out my "prison"- three/four Wall of Fire with a Poison Gas Cloud, Idol of Pestilence, and Mordok's Obelisk in the zone. Time to watch all those critters die bwhahahaha!

64
Rules Discussion / Re: Seeking Dispel
« on: October 07, 2012, 10:25:49 AM »
Quote from: "Rumsey" post=1833
Jon, re-read what Bryan is saying. You do not get an action before an immediate reveal. You are under the assumption that when your opponent plays an enchantment and decides to "immediately" reveal it, that you have the option to act between the two. You don't. Bryan spells it out. Read everything again.

P. S. You owe me $50. Lol. ;)

Again, you still are not hearing what I'm saying. I am not saying I am going to stop a player from "immediately" turning over a face down enchantment. What I have been trying to get across to you, and what your friend was trying to say, is that when you are trying to avoid Seeking Dispel and you play the card face up immediately, playing that enchantment face up from the start is something you cannot do. You first play it face down. See page 23 "Designer's Note: The Enchantment Matrix", and the first couple of lines on page 22. So, the $50 I "supposedly" owe you, I don't.

The Seeking Dispel combination that I set up is not for most enchantments. It's for blocks, reflects, nullifies, and traps. Because those enchantments can't be "immediately" turned up, Seeking Dispel would destroy those and leave a huge opening for me to attack. The other enchantments that are "immediately" turned up I have a Mage Wand with Dispel attached waiting for those. This whole thing has been brought up because you only heard, "I am going to destroy all of your enchantments when you play them face down with Seeking Dispel, if I am in range, as a reaction to you playing them face down."

65
Quote from: "Shad0w" post=1573
I could explain to you how these books were built but It think I will just hint at it. I involved a night out with Bryan and adult beverages. :silly:


:lol: With you guys, I'm not surprised then on how the Wizard was put together. Playing with the starter set multiples times almost screams "This Wizard is going to be a challenge, and has the potential to troll the other three starter sets something fierce. Provided you can get passed the 'not-having-a-spawn-point' thing."

66
Strategy and Tactics / Re: Opening moves
« on: October 07, 2012, 02:08:18 AM »
Well my opening move is to usually play some mana generating spell from the start coupled with an equipment or Harmonize turn one. Then I'll play my spawn point and another Harmonize on it round two. Just like everyone else, the sooner I can get to spawning creatures for not a whole lot, the more mana overall I'll be able to have in the long run.

Also, Dapuma, I generally have a rule of thumb to only have 2 Dissolves in my book since that covers my bases for equipment. I can take out the two most annoying pieces of equipment that my opponent has on and then focus him down with reflects, reverse attacks/magick, and blocks.

Though I am interested in hearing about the spellbook load out for a Water Wizard, considering that I think only Dissolve and Geyser are the only Water School spells in the current game.

67
Rules Discussion / Re: Seeking Dispel
« on: October 07, 2012, 01:56:24 AM »
Again, Rumsey, you appear to only have heard partially what this "kid" was saying when I was explaining that you cannot play Sacred Ground flat out and pay the 6 total mana. You first pay the 2 mana to play it face down, then you turn it over and pay the reveal cost as a "free action".

What you are describing are two totally different things. Having Seeking Dispel in my "hand" and casting it as a "reaction" of course is not permitted. Being in range for Seeking Dispel to be cast as a quick action, since remember what your friend was talking about was the when he and I were in the Quick Cast Phase, is permitted.

Again, since I was three zones away the semantics of arguing that I could not cast Seeking Dispel are moot. Had I been in range to cast Seeking Dispel when Sacred Ground was played face down, I would have destroyed it before it could have been flipped since the Quick Cast would have been mine.

68
Alternative Play / Re: Any official variants to speed up a game?
« on: October 07, 2012, 01:33:14 AM »
I have played at the last couple of demo tournaments that MW had at Gen Con the last two years, and having a timer really does make the game go by a lot faster. Players have to think more quickly and get through the turns a lot faster than a casual game. 50 minutes feels way to short in my mind for tournament play, but then again, having to think on the fly is a much better idea.

Looking at those effects stadi that seems to not go with the flow of the Arena. The rounds go by fairly quickly and on those rounds where an earthquake occurred, then that could screw up a well thought out strategy that a player had been building from an earlier round, or be the deciding factor between a Mage surviving one round, or dying before the Planning phase could be complete (I am basing this on the assumption that if an arena wide attack were to occur, the Upkeep phase would be the phase to do said action in).

69
Mages / Re: Mages that you would like to see in the game
« on: September 27, 2012, 02:28:51 PM »
I love those ideas! Especially the Nightmare; just thinking about going through my opponents creatures and pulling out their worse "fears" sounds like a great and interesting play style.

70
League / Tournament Play / Calling out Players in S. IN/IL & KY
« on: August 21, 2012, 01:41:14 PM »
Hey guys, my name is Jonathan Ambriz. Once the full game releases I plan on holding organized player-based tournaments, meet & greets, spell building and strategy. Anyone who is in the tri-state area of Evansville, IN and the neighboring cities are welcome to get in contact with me to get started on planning for meeting and starting to work on building a community both online and offline.

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