May 06, 2024, 07:06:07 AM

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 - Mestrahd

Pages: [1] 2 3 ... 5
1
Mages / Re: Necromancer balance
« on: November 17, 2012, 06:54:24 PM »
I was thinking you may have an advantage against the Priestess. I mean if the Necromancer comes with nonliving creatures Deathlock is a perfect fit. Then there's the idol that damages all living creatures. I would assume that a Necromancer would have a spell like "Reconstruction" or something that would heal undead and somehow get around the Finite Life trait. Yes, you'll be taking some more damage due to her bonuses, but you should have cheap ways of reanimating your fodder.

2
General Discussion / Is there a way to ignore Off-Topic?
« on: November 07, 2012, 07:11:09 PM »
It seems this is the folder of choice for spammers and it's flooding my Recent list with crap. Is there some way to just ignore this entire sub-forum by checkbox or something?

Thanks

3
General Discussion / Re: Team Game Tips
« on: November 01, 2012, 01:18:44 PM »
I'd say you can have any 2 mages on a team, as long as a suppression build is not teamed up with the Warlock. My first 2v2 game was Wizard/Priestess vs Warlock/BM using starter decks and even though the W/P team had much less life they were in the lead by the time we called it. I just happened to notice that one unfair pairing in my last game. The 3 creature Wizard and the Tank Warlock on the same team. Granted, the Warlock DID have creatures in his book, he just chose not to summon them.

Also, I think if you use two boards be prepared for a LONG night. Even with all mage's life cut in half and starting with 20 points on the board it still took us 3 hours on one board.

4
Spellbook Design and Construction / Re: Gun line deck?
« on: October 31, 2012, 12:42:50 PM »
I built a preliminary version of this deck with the Wizard as my mage. I've got 3 Royal Archers (1/6th of my book points), 2 Gorgon Archers, and I've got 2 Ivarium Longbows as well. I went with the wizard because it's very easy to get out the Gorgons with Gate to Voltari, leaving you only the Royals to hard cast. I threw in a couple Hydras and a Basilisk for melee support and it's pretty brutal. I tested it against the Beastmaster, and Redclaw and BM had over 6 weak tokens each and every Timber Wolf had at least 2. I think the BM could have still won it if I threw down a heal though. Still very brutal firing line.  I enjoyed it very much, thank you for the idea!

5
General Discussion / Re: Team Game Tips
« on: October 31, 2012, 12:32:52 PM »
On my second 2v2 game, we cut the life in half, and started with 20 points worth of mana on the board. We finished in just about 3 hours, which was acceptable. One thing I should note though, is we had the Wizard (Me) who had Mordok's Obelisk and other creature rush nasties paired up with the Warlock. That in all likelihood hastened the demise of the other team. In hindsight it was poor pairing. So I'd avoid pairing a anti-rush mage with the Warlock. Other than that, I think you should be fine.

6
General Questions / Conjuration Stacking
« on: October 26, 2012, 11:39:52 AM »
So there's a thread on the Geek where someone asked if Conjurations bonuses stack. I replied that as long as the Conjuration was not Legendary or Unique, then it was ok. The counterargument from two different people was that you can't have multiple bonuses from a source of the same name. Now, I know this is true of enchantments, but I could not find in the rules anything about Conjurations. Basically, that counterargument is saying that stuff like Tooth & Nails, and Mana Flowers/Crystals do not stack, but I know that to be untrue even though I don't have a rules passage on my side either. Can someone official chime in either here or there? I'd like to know if I HAVE been playing it wrong.

Thanks

7
General Discussion / Re: Is the Warlock the weakest Mage?
« on: October 24, 2012, 12:53:57 PM »
I just wanted to say that I thought his Demonhide Armor was lame too at first. But, then I realized it's unavoidable, CRITICAL damage. Which means that even though it's only one die, you still have a 33% chance to do 2 damage for free. It would be nice if it came with a resistance, but that's a trade-off you have to make.

8
Rules Discussion / Re: Ranged +1 and Chain Lightning
« on: October 22, 2012, 06:25:40 PM »
Thanks Arcanus! That justifies Battle Fury's spot in my build! I was thinking it only applied to same action multiple attacks, but wasn't sure.

9
Rules Discussion / Re: Ranged +1 and Chain Lightning
« on: October 22, 2012, 11:05:28 AM »
Quote from: "SeanDeCoy" post=1292
Hey guys,

I'm sorry - I have a correction here. This is actually a typo from the rulebook for the Ranged +X trait, and I'll be adding it as a correction on the site and in the forums.

Ranged +X should say: This creature gains + X attack dice when it makes a ranged attack. Has no effect on zone attacks. Does not grant a ranged attack if this creature does not have one. If the attack makes multiple attacks against the same or different objects, it gains this bonus only for the first attack it makes.
 
This is how all similar traits work, including Bloodthirsty +X, Mana Drain +X, Mana Transfer +X, Melee +X, etc.
 
It still has no effect on zone attacks.

Thanks, and sorry for the confusion!


I'm a little confused on "first attack" and card interactions. Obviously, if something has Doublestrike or Triplestrike the first attack is clearly defined. And with Chain Lightning the first attack is clear because all 3 of those examples are the same action. But what about Battle Fury? Technically it is a second attack, but I also consider it a separate action. Let's say a fully tricked out Warlock casts Battle Fury on himself. Does he roll 9 dice twice or 9 then 4?

10
General Discussion / Re: No, really, how do you play a game in < 1 hour?
« on: October 21, 2012, 02:32:38 PM »
Quote from: "Nihilistiskism" post=2369
Quote from: "Koz" post=2365
Quote from: "Nihilistiskism" post=2359


@Koz: I think your comment is not applicable. If Organized Play is supposed to be a reflection of the game, then it should not, by the definition of its parameters, penalize certain mages for doing what they do best.

-nihil


Your original post said nothing about Organized Play or the parameters therein.  You asked how people are playing in less than one hour.  I suggested that perhaps your choice of playing Priestess might be causing your games to go longer than others who are not playing the Priestess.  It's a completely valid point.  Logically speaking, if you tend to play a mage that is known for slower play, then you are probably in for longer games than if you play a mage that is known for being more aggressive.  How this affects the Priestess in Organized Play is a completely separate issue from your original question.  

Since you are fond of logical fallacies, what you have done here is known as shifting the goal posts.  ;)


You are misrepresenting, or misinterpreting, my position, Koz. My intent to dictate this thread toward the nature of Organized Play was implied, as otherwise there would be no presented grounds for the initial query or interest. If you feel I didn't represent my original intent sufficiently, then I believe that it is you who is guilty of the logical fallacy of "missing the point" since others who responded immediately knew the purpose of the thread, i.e. Shadow's response was entirely dictated toward Organized Play. ;-)


In this post, you very rudely posit that your original post was CLEARLY implying Organized Play. I was merely pointing out poppycock. Kudos to Shadow for being a mind-reader. Your post was identical to any of the extended time threads on BGG, none of which even mention Organized Play, so the natural assumption on your original post is to think you think the game plays too long. Nothing more, nothing less.

11
General Discussion / Re: No, really, how do you play a game in < 1 hour?
« on: October 20, 2012, 10:43:09 PM »
Quote from: "Nihilistiskism" post=2322
My friend and I have played something like 10 or 11 games, now, and NOT ONE of them has gone less than 1.5 hours.

Common misconceptions debunked:

1) In but two of our games we were both very familiar with our decks
2) We don't spend 10% of our time looking for a specific token (they are laid out very meticulously prior to gameplay)
3) We don't spend 10% of our time looking through the glossary/index/rulebook

I'm talking about two grown, reasonably intelligent people sitting down and playing the game, to our best ability, with as little down-time between actions as still allows us to think about our moves.

How is it that others can play a game in < 1 hour? HOW?!?!?

-nihil



Ok, what part of THIS even SUGGESTS Organized Play? Alot of people are wondering how to reduce play time that haven't been wondering about Organized Play.

12
Player Feedback and Suggestions / Re: Expansions
« on: October 16, 2012, 03:19:18 PM »
I hope the Necromancer brings an abundance of nonliving creatures. I think the core only has 2 if you count Whirling Spirit. That makes a few of the conjurations less than desirable. But if you could summon whole hordes of nonliving creatures, they'd be much more effective.

13
Spellbook Design and Construction / Re: Gun line deck?
« on: October 13, 2012, 09:10:41 PM »
Quote from: "paradox22" post=2109
Well, definatly dont have 4 gorgons yet...  What the temple build that you mentioned?


The Temple build is to use the various temples the Priestess has available to make a strong, free attack with the Temple of Light. That and the fact that temples like Hand of Bim-Shalla are great on their own doesn't hurt either. The only problem with the build is it requires lots of real estate as each Temple is Zone Exclusive.

14
Rules Discussion / Re: Bear Strength?
« on: October 11, 2012, 08:35:08 PM »
Hey Tox, welcome to the boards. Loved your vids on MW!

15
Spellbook Design and Construction / Re: Gun line deck?
« on: October 11, 2012, 08:33:24 PM »
Sounds like a good idea. Although you'd have to get your Priestess pretty far afield to cast the walls exactly where you want them. Get some solid melee units to protect the front and get 4 Royal Archers and 4 Gorgon Archers, maybe even some Flaming Hellions...

Let me know how it works. It sounds like a good backup plan to the Temple build that I'm currently using.

Pages: [1] 2 3 ... 5