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Messages - Aschab

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Player Feedback and Suggestions / Re: Bringing all mages on par!
« on: April 05, 2014, 01:17:08 AM »
I'm pretty new to the game. Yet I've been reading a lot, and I have plenty of experience with mtg and similar ccg games.

For the games of MW i've played (not much, less than 30 probably) and what i've read, I understand the power of wizard and his versatility, yet I think that he's only overpowered on the "pro" game, the casual player, specially offline, doesn't get really hurt by this. I mean specially offline because a lot of people have not all the expansions, so not access to 6 dispels, 6 dissolve, and 6 teleports. Also when they have it a lot of people rather have a few balanced books than 1 overpowered.

So the issue comes to balance the mages at tournament level. And here is where I will start my line of thought.

Dispel, teleport, and dissolve are powerful because they have not inherent counter (as it have been told many times on this post). If the future expansion have enchantments that can't be dispelled, or obscure, conjurations that penalty teleport, equipment that can't be dissolve, or conjurations that penalty dissolve, or any way to make this 3 specific cards less appealing, everyone including wizards will start playing this cards, but this will cause an extra effect, when a card is less effective people also stop playing it, if a wizard see he's finishing most of his games with only 1 or 2 dispel useds and lost because of it he will take out of his spellbook this cards to fill it with counter measures for the new enchantments, conjurations and equipment. New cards if done in the good way can bring balance to the game in the sense that: If everything can be countered, you have to be really careful with how much of each you counter. As people stop playing so much dispels and so much dissolve people will also stop playing their counters, and with enough time the game will achieve (or get close to) balance. But to achieve this balance the future expansions have to address this issue with precaution. As it have been said here too, it would be a shame if the new cards get so powerful that anyone with a brand new game have just obsolete options.

So as I see it, the game can be balanced with expansions that nulify the current power of current cards, without the need of errata. And errata can be used for the purpose of pro gaming, I don't see how the community would get hurt if the next year of tournaments have a wizard with *3 nature, or novice arcane level 1 spells, making teleport epic, or any temporary measure that would not affect new players and would only be an incentive for pro players to explore and re-explore tactics.

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Rules Discussion / Mages subtype.
« on: April 03, 2014, 07:55:26 PM »
So mages are creatures, with a subtype specified on the card. But do their schools have any influence? Its a fire wizard a fire creature? Or the warlock a dark creature?

I'm pretty sure the answer is no, but I'd like a confirmation.

3
Spells / Re: Enchanter's Ring Mana Subtype
« on: April 03, 2014, 05:44:37 PM »
Thanks ACG, then I believe jacksmack is right, it should be due to balance issues.

4
Spells / Re: Enchanter's Ring Mana Subtype
« on: April 03, 2014, 03:13:55 PM »
Enchanter's ring does not have the mana subtype. But I was wondering, what difference does it make to have the mana subtype? any specific card works with mana cards? or having the mana subtype gives a trait? For what I remember from the codex, handbook and the cards I've read (I'm still kinda newbie) I can't tell what difference would it make to give or not give the mana subtype to the enchanter's ring. Can someone enlighten me?

5
Hallo, I've bought and been playing and reading mage wars for a week now. Im just setting up the octgn, Aschab there as everywhere. If anyone with patience would like a practice game or something I'd appreciate it =3, I'm just building my deck, but it shouldnt take me too long.

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Strategy and Tactics / Re: The Bait...
« on: April 03, 2014, 12:19:35 AM »
I hate to revive a post. But I'm really interested on this subject. I just know this game for a week, and i've been playing and reading all I can.

A well played bait, in any game, gives you a substantial advantage, but also a bad played bait set you back.

I play mostly a beastmaster with a spellbook with enough tools to play a swarm or a fewbigs. I play with local friends who met the game for a few weeks too, so we're basically newbies, and the way I've been dealing with the popular gorgon so far is just walling. As she is slow I just need to deny her LoS while i focus heavily on the opposite mage, and it amazes me that nobody mention way to deal with her.

So my questionsare: Is there any reason why casting walls to force the gorgon to move (or be moved) is a weak move? If the dude, or anyone who shares his bait point of view could also tell me: If I'm playing a Gorgon and I got a wall in front of her, how should I deal with it? If I'm being forced to attack the wall in order to let the Gorgon get her attack wouldnt I lose tempo?

7
Rules Discussion / Using extendable traits more than once.
« on: April 02, 2014, 09:51:30 PM »
Hello. Me and a group of friends just jump into the game, less than a week ago, and i've been the one reading carefully each rule and correcting everyone. So far I've loved this forum as a lot of question I had had already been answered, this one had not.

The question is pretty simple: I play a wall with the extendable trait, as I play the second one do I have the chance to play a third or fourth wall?.

As I read the rule my first impression is that you cannot, because the extendable activates when you "cast" the wall, and the second wall is not being casted but "put" into play, but i've been wrong before. And I may be missing something.

EDIT: Found the answer on the Faq. My bad for not reading the whole faq before.

The anwer is no: Extendable triggers once and is not an additional cast.

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