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Messages - Moonglow

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106
Rules Discussion / Re: Casting cost of Purify?
« on: September 25, 2015, 06:32:41 AM »
and yet the rulles question was important!

and to be fair, I'm not sure its been answered has it?

107
General Discussion / Re: Community Card Construction: Concept Decision
« on: September 24, 2015, 01:25:21 AM »
Yeah I was thinking something similar (but different) to the invisible stalker, cause I loved that concept and would like to see it more viable.


   :) :) :)
we voted but we didn't know on what!

for me the nightmare creature was a metamorph or had no morph at all.
it would act in the dreams of his target pulling on its fears (that can have a visual character, or be a feeling, a smell, a noise,...).

108
World and Lore / Re: Official Mage Wars Lore: The Laws of Magic
« on: September 22, 2015, 01:38:55 AM »
Love it...  I'd be interested in the next step to summoning which is the reannimation.  By this logic its recreating a corrupted or distorted replication of the previous summoning.  This would mean that undead is more a descriptor than it being a literal summoning of a dead creature.  However, summoning undead is just that in line with the usual summoning explanation.

Techinically in game terms this means that as voltari is all around, the summoning matrix for destroyed creatures, or your spell book and hand is 0-0 zones from the caster ;)


109
General Discussion / Re: about waiting...
« on: September 21, 2015, 02:35:48 AM »
Just trying to think what the Mage Wars equivalent is to Dominion's 'silver test'? i.e whats the decent average move others can be assessed against.  In a way, doing nothing is probably it.  However, the range of options you have in MW is infinitely broader than in a Dominion spread, so along these lines, if you ask:

  • Could I do anything to increase my channeling
    Can I bring out a creature at 2-3 mana per damage dice or better 
    Can I increase my own or a creatures likelihood of doing more damage next turn
    Can I reduce the likelihood of myself or a creature dying this turn or next
    Can I improve my positioning strategically (get closer to bringing big damage, or avoiding it to myself)
    Estimating my opponents possible next move, is there anything I can do to negate it or make it less optimal for them

I don't think this encompasses everything, but it does make me wonder how often you'd want to do nothing considering all the things you 'could' do.





110
Rules Discussion / Re: Casting cost of Purify?
« on: September 21, 2015, 12:53:27 AM »
Does make me wonder if technically you're raising the dead or corrupting the lingering essence of a previously cast and destroyed spell?i.e. is it the spell or the creature you're restoring? It only really matters in terms of the mythology or explanation you use.
You may even not be killing those creatures. When one legendary creature is destroyed it may be summoned once again, resurrected or reanimated (and later summoned if reanimated copy is destroyed).

See I think this is what this thread really needs to resolve first - it might be different for legendary creatures, since they're named.  I mean if you summon Aldremech, you're clearly summoning that demon.  If you summon it again, its the same demon.  So clearly when its destroyed it isn't destroyed, just returns to its pit.  Now if you summon a fox, destroy it and sumon a fox... is it the same fox...


111
Did the new in-line tutorial help? Can you suggest any improvements or lessons we should add?

Hi SIke, yeah the inline tutorial was very helpful, but some of the basics in the first post of this thread helped too.  One of the hardest things to find was zooming and that made a real difference.

Probably some of the things to list would be what OCTGN doesnt manage - in a way I spent a lot of time trying to work out how to do things it doesnt look like it handles (like Pet).  Doing it manually is fine, once you know you have to :)

I watched the start of the youtube, how to play a game which helped as well.  I didn't watch it all though as I just wanted to play :)

It would be great if there was all this linked in one place inside the game - probably just expanding the how to play section, which again is very helpful.
 


112
Sweet, thanks Sike.  I haven't played anyone yet, but that was what I worked out playing solo.  I didnt really want to go into a game messing up every turn.

113
Can someone post some tips for how some of the following aspects of play are managed by Octgn?

Making a creature your Pet (or bloodreaper etc) - at the moment I've just paid more mana and then dragged the pet token over.

Summoning a creature with a spawn point - at the moment I've double clicked the extra spell during planning, so it comes out face down.  Then I've dragged it to the spawnpoint and in deployment double clicked it.  That seems to work.


114
Hi folks, appreciate I'm coming to this thread a little late, but I was curious (and a little confused) about the benefits of deathlock in this book.  It seemed quite counter to the needs of the swarm and seemed a high SB cost.  You could get 4 call of the wild's in for that adding another 24 plus attack dice?


115
This has been an awesome learning thread, thanks Borg! :)

Hadn't even considered interrupting the spell by shifting the mage!

Thanks for the detailed points about Sam too, I had sort of forgotten/minimised the benefits of the angels heal and defense (dice hate me sometimes so I often feel a little meh about defense and prefer sure things).



How does it counter the summoning? Are you casting it on their new summoned creature to teleport it away from defenses and into range of your most powerful attacks? Or just away from you? It only seems a small tempo advantage for 10+ mana?

PS steelclaw, is Samandriel that bad/different? It essentially comes with built in bear strength and divine might, so same casting cost as angel plus these. Sure you can't Et them, but they can't be dispelled either and there is tempo advantage. Although perhaps not that great with your stack approach. The SB cost is probably the main sticking point I guess.

If you reveal the DI and move the opposing mage to another zone before the creature spell resolves the spell will eventually fizzle because the mage is no longer in the zone which he originally targeted when casting the creature spell. ( range for a creature is 0-0 )

Samandriel is not so good in "taking care of herself" as the Guardian Angels.
She has no built-in defense and cannot heal herself.
She costs almost twice the price of an Angel and weighs in at 5 sbp's.
I don't mind losing an Angel, so I don't have to go out of my way to protect them
whereas Samandriel is such an investment you have to account for her safety all the time.
Therefore I prefer 2 Angels over Samandriel.

117
Nice! Am appreciating lion savagery a bit more than I was I think!  And, as steelclaw said, with piercing strike, a strong attack can start going through heavy armor conjurations and creatures like butter.

Hmmm elusive cheetah speed Bloodcrag minotaur with piercing strike lion savagery - similar effect +8 dice attack +4 piercing.

Damm, probably too long to setup, see why the angels work (or the falcons).



Or am I missing something, should a flying creature always get charge if meleeing attacking on the ground? That would be cool and kinda makes sense, but probably makes lion savagery too strong then.

No, that would be too easy, wouldn't it ? ;)

This is where the Cheetah Speed comes in.

The Angel is a Flyer, so it can move around unhindered as long as it doesn't start its movement in a zone or doesn't move into a zone containing an enemy flyer.

So, if you put a Cheetah Speed on the above mentioned enchanted Angel you can actually attack anything withing 2 zones with 7 dice + Pierce+1 and then do it again the same round by Transfusing your enchantment stack to your other Angel.
Even if your target is in your own zone, the Cheetah Speed allows you to move out of the zone and then back in it so you can trigger the Lion Savagery's Charge+2 ( provided there is no enemy flyer in that zone of course ).

118


Silverclaw, what have you done to get your angels to this:A Piercing Strike on an enchanted Angel is 7 dice with Pierce +4.

Hi Moonglow,

Angel + Bear Strength + Lion Savagery = 7 dice ( when moving first )
Lion savagery + Piercing Strike = Pierce +4

Thanks Borg, I'd gone back and looked as his enchantments and figured that might have been it. Is that a fair comparison though as lion savagery is only a potential +2 melee if he charges. +4 piercing will rip through armour though I agree.

Or am I missing something, should a flying creature always get charge if meleeing attacking on the ground? That would be cool and kinda makes sense, but probably makes lion savagery too strong then.

119
Interesting comparison between the two books. My only note is that I think you're undervaluing Divine Intervention. It's not a defensive card, no matter what the flavor text says. Using it to counter summoning a creature is usually GG.

How does it counter the summoning? Are you casting it on their new summoned creature to teleport it away from defenses and into range of your most powerful attacks? Or just away from you? It only seems a small tempo advantage for 10+ mana?

PS steelclaw, is Samandriel that bad/different? It essentially comes with built in bear strength and divine might, so same casting cost as angel plus these. Sure you can't Et them, but they can't be dispelled either and there is tempo advantage. Although perhaps not that great with your stack approach. The SB cost is probably the main sticking point I guess.

120
Interested in a couple of points/tips since I don't get to play much.

Silverclaw, what have you done to get your angels to this:A Piercing Strike on an enchanted Angel is 7 dice with Pierce +4.

I'm also interested in how the stronger players are using their incantations? Most of the top books have few incantations, are you always casting them through a wand to hang onto them? Or just not using them as much? i. e. Teleport/ piercing strike etc.  Doesn't this have a tempo / action cost?

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