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Topics - Sand Goblin

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Spellbook Design and Construction / Mortuorum Ambulantum
« on: June 26, 2014, 02:15:58 PM »
Hey guys!  I just got my new Druid vs. Necromancer expansion, and I'm so excited!  We've already played, and now, I've made a spellbook based around him.  I'd love some critique, as I'm still fairly new to the game, and this is only the second time I've attempted to make a spellbook.

(And for those of you that know either Latin or how to use Google translate, the name of the spellbook is a tribute to one of my favorite TV shows.)

[spellbook]
[spellbookheader]
[spellbookname][/spellbookname]
[mage]Necromancer[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=DNA01]2 x  Acid Ball[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=mw1j11]1 x  Idol of Pestilence[/mwcard]
[mwcard=mw1j19]1 x  Deathlock[/mwcard]
[mwcard=DNW02]2 x  Wall of Bones[/mwcard]
[mwcard=mw1j12]2 x  Mana Crystal[/mwcard]
[mwcard=mw1j18]1 x  Poison Gas Cloud[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=DNC24]4 x  Zombie Minion[/mwcard]
[mwcard=DNC09]2 x  Plague Zombie[/mwcard]
[mwcard=DNC23]4 x  Zombie Crawler[/mwcard]
[mwcard=DNC19]4 x  Venomous Zombie[/mwcard]
[mwcard=DNC12]1 x  Shaggoth-Zora[/mwcard]
[mwcard=DNC11]1 x  Ravenous Ghoul[/mwcard]
[mwcard=DNC04]1 x  Grey Wraith[/mwcard]
[mwcard=DNC01]1 x  Acolyte of the Bog Queen[/mwcard]
[mwcard=DNC13]2 x  Skeletal Archer[/mwcard]
[mwcard=DNC08]3 x  Unstable Zombie[/mwcard]
[mwcard=DNC22]2 x  Zombie Brute[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=mw1e19]1 x  Ghoul Rot[/mwcard]
[mwcard=mw1e29]1 x  Nullify[/mwcard]
[mwcard=mw1e25]2 x  Maim Wings[/mwcard]
[mwcard=mw1e31]1 x  Poisoned Blood[/mwcard]
[mwcard=mw1e02]1 x  Block[/mwcard]
[mwcard=mw1e36]1 x  Rhino Hide[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=mw1q19]1 x  Mage Wand[/mwcard]
[mwcard=DNQ01]1 x  Cloak of Shadows[/mwcard]
[mwcard=mw1q22]1 x  Moonglow Amulet[/mwcard]
[mwcard=DNQ05]1 x  Libro Mortuos[/mwcard]
[mwcard=DNQ02]1 x  Death Ring[/mwcard]
[mwcard=DNQ03]1 x  Deathshroud Staff[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=mw1i07]3 x  Dissolve[/mwcard]
[mwcard=DNI06]2 x  Zombie Frenzy[/mwcard]
[mwcard=mw1i28]2 x  Teleport[/mwcard]
[mwcard=mw1i06]3 x  Dispel[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

This spellbook performed very well against the warlock.  Adramelech and the Necropian Vampiress posed problems, and when they were out, so did the bats.  I was able to make great effect out of my zombies, however, and forced them back, allowing my archers to straight out kill one.  I've made what I feel are the necessary adjustments, which are taking out ziggurat, taking out meditation amulet, taking out a wall, adding a moonglow amulet, adding another acid ball, and adding another maim wings 

2
General Discussion / My Impressions After a Month
« on: June 23, 2014, 07:49:00 AM »
Hey all!  I've been had MW for about a month now, and I've had a lot of fun.  It's certainly refreshing for a game with such an overused theme (general fantasy) to have very unique game mechanics and such.  Mage Wars has quickly crept up my favorite games list, and just after 4 plays.  I have some impressions about this game, and I though I'd share them with you guys.  Warn me if anything I've come up with is blatantly wrong, because I want to make sure we are following the rules.  ;D

1. Powerful cards - This game, thankfully, doesn't seem to have a power creep.  It is relatively balanced, and we haven't had any blowouts.  In fact, all of our games came down to the last wounds!  I love to see that.  Now that being said, there are obviously some cards that are a bit better that the others.  Namely, Dispel, Dissolve/Explode, Teleport, Block, Nullify, and Bear Strength are all cards that are pretty much auto include.  Everyone who I've gotten to play agrees that they feel pretty naked without these cards.  In addition, three cards in particular seem really good as well.  Sleep, Resurrection, and Power Drain are really good cards, and everyone in my group makes sure to include at least one of these cards in their deck.

2. Spawnpoints & mana conjurations - Spawnpoints and mana conjurations (Mana flower/crystal) seem to be the most important conjurations you could possibly have.  Both of the games I lost, I lost due to allowing my opponent to set up his pentagram and battle forge.  Not going to make that mistake again.  And the Beastmaster's lair, which seems to be the best spawnpoint, has been an absolute murderer.  It allowed me to basically summon bobcats, foxes, and falcons for 0 or little cost, giving me time to focus on summoning the big creatures, like the grizzly.  Mana structures seem to be essential, as low channeling means you are screwed.  In one game, the priestess used man flowers and a moonglow amulet to bring her channeling to 13.  She was pumping out creatures, and buffs, like crazy.  With help, of course, from her spawnpoint. :)   

3. The necessity of good equipment - Good equipment seems to be able to really make or break you.  In every game, within the first two turns, the mages have given themselves at least 2 pieces of equipment, at least one of which is a ring that provides discounts on some cards.  In addition, it seems that every mage except the wizard (due to voltaric shield and arcane zap) needs to outfit themselves with at least one weapon.  I lost my first game as a beastmaster for multiple reasons, but a major one was his lack of combat capabilities.  I didn't make that mistake again.  In the priestess game, I outfitted her with an Ivarium longbow.  When my warlock opponent summoned Adramelech, I summoned Valshalla, and they duked it out in the zone in front of my mage.  She and an archer pretty much singlehandedly killed the fire demon lord (Valshalla was agonized, but he couldn't leave such a powerful flyer alone, even with a low attack).  Good equipment seems to be the key, because all of the other spells can be greatly benefited from discounts, buffs, etc. 

3
General Discussion / My First Game
« on: May 18, 2014, 07:02:45 PM »
Hey all!  Yesterday, I finished my first game.  It was pretty fun, and pretty ridiculous in a good way.  I thought I'd share my experiences with you guys.  I didn't keep a super organized log of the game, so unfortunately, I can't go by round.

First part of the game (In which lizards and demons clash) - So it was me as the Straywood Beastmaster, and my father as the Warlock.  I started out by quickly arming myself with a staff and ring of beasts, while he cam out with an imp and his Lash of Hellfire.  He started pressing forward next, so in response, I summoned myself a mana flower.  I just sat back.  He was breathing down my neck, with his imp in the same zone as my Mage, and his Mage 1 behind (Both spent their actions all on moving, so no attacks yet).  I now pulled out my combo: I jet streamed his Mage back with my quickcast, and then summoned a Tegu.  Yay!  His imp hit my Mage for 2 damage.  My father remained put, summoning a battleforge.  Next, I killed the imp in one shot from my Tegu (Not really, but he got a Rot in, which took the last wound.)  Using my mana, I gave my Tegu Bear Strength and Rhino hide. 

Second Quarter (In which a Dragon murders EVERYTHING) - My Father took one more cooling turn, doing nothing but summoning a Slayer.  I then gave myself Bearskin, and my Tegu got Cheetah Speed.  My father, at this point, started forward with his Blood Reaper Slayer, and his Mage who now had a Helm of Fear and a Fireshaper ring.  I gave my Tegu one last buff, Eagle Wings.  at this point, I now have a poisonous lizard with an Iron hide, incredible strength and speed, and wings.  So I essentially now have a Dragon.  My father pressed forward with all he had, including another Imp that he pulled out.  My Dragon murdered ALL OF IT!  My Mage didn't even participate In combat.  He just summoned a fox to take a little heat off of the Dragon, and Healed the crap out of Dragon.  I killed both of his demons, and he killed my fox.  I was decidedly winning.  Then, my father started playing to his strengths.  BOOM!  Chains of Agony and just plain ole Agony.  My mighty Dragon was now weak and Incapable of moving.  I purified away the Agony, since my Dragon Had plenty of protection.  Then my father and I dueled, and sadly he came out on top with his Mage, who slayed my Dragon (He now had a LOT of gear, and was chucking a lot of dice.  That sucked, but it was fine.  It DID kill two demons, and take a chunk out of the Warlock.  Now, however, he was pressing on my Mage with another Imp. 

Part 3 (The beasts are unleashed) - My Mage was down to half life, but I had been saving.  A Regeneration Belt found its way around my waist.  And a Steelclaw Grizzly came out.  The Bear started murdering his Mage, and my Mage made short work of the Imp.  I should also mention that while he inflicting Burn markers on my Mage, I was very lucky with my rolls, rolling many, many blanks.  He retreated again, but not without first offering a parting gift.  Using Chains of Agony, which he got from my Dragon thanks to Curseweaving, he kept my Mage put.  And now he had Moloch's torment out, which meant I was taking Damage every turn, half negating my Belt.  OK.  I could live with that.  A Timber Wolf came out to assist my bear, who just recently received Regrowth.  I took the battle to the center.

The final showdown. (The Beasts are TRULY unleashed here)  This part of the Game was big blur for me.  I do remember this.  Throughout many turns, and all in the center zones, a huge battle commenced.  On my side, The Grizzly, Wolf, Redclaw, a Gorilla, Two falcons, and a Second Wolf were all competitors.  On his side, Malacoda, Goran, a Vampiress, a Hellion, and his Mgae were all competitors.  He barely came out on top, which lost me the game.  You see, At one point, he poisoned the Blood of My Mage AND gave him Ghoul Rot AND blew  up my Staff.  I managed to get rid of Ghoul Rot, but my Mage had Finite life now.  From here, he hunted down my mage.  I'm proud to say that all of his big units (Malacoda, Vampiress, Goran) Were slaughtered by my creatures during the showdown, and his hellion and final bloodreaper were also slain by My final reserves of Foxes and Bobcats, and Cevere.  When he finally slayed my Mage, I had reduced his to half life, and I would of gotten further if Aldramelech didn't come out. 

What I learned - I learned two Big Things about my Beastmaster.  One, spawnpoints are awesome.  I was underwhelmed by Lair, but my Father turning his Mage into Voltron with his Battle Forge made me realize that Spawnpoints are useful.  Two, I need to swarm more.  I lost because While my Dragon was awesome, I need to have more creatures out to support him then a frickin fox.

Cheers!  Really enjoyed the game, can't wait to play again!       

4
General Discussion / Hello Guys!
« on: April 21, 2014, 02:38:54 PM »
Hello!  I'm a new player to Mage Wars, and I was hoping to get a few tips and whatnot about the game.  But first, some background, since some of the advice I'm am about to ask for relies upon you knowing my gaming background.

I'm a high school student who enjoys fantasy and science fiction type games tremendously.  My first game ever was Heroscape by Hasbro, and I loved it.  Since then, my favorite games are many, and spread far over the genres.  They include BattleCON, Memoir 44', D&D board games (not D&D itself), WH40k, and Ascension.  Mage Wars seems set to take on all of these, as I LOVE the theme, the artwork is gorgeous, and the game itself is so much fun.  It has one game yet to take down, which is Summoner Wars by PHG.  Part of the reason I got this game was that I heard it was similar to SW, while still being its own game and having plenty of originality.  Mage Wars and Summoner Wars are, as it stands, my favorite games at the moment.

In these kinds of games, I enjoy a faction/army/mage that has speed and power.  It needs to hit hard and fast.  Aggression needs to be a central part of most strategies.  For those of you who play SW, that's the Jungle Elves. I want to know which Mage is best for me, based off my above description.  I'd also like to know which cards are best for me; not an entire spell book, but rather, just a few of the best cards for somebody who wants to hit hard and fast.  I only have the Core set, but buying expansions is of no object to me.

I'd also like to know, in general, what is the overarching strategy for this game?  By that, I mean, what strategy is the most common?  Aggression?  Holding certain Spots down? Defense?  Or is this game too diverse to have such an overarching strategy?  I just would like to know that, because the best cards to use for the best strategy tend to be the ones you have to watch out for.  With no knowledge of the game, I'd like to know what cards I should be wary of should by opponents put it in their spell books.   

Finally, what are the "Best cards?"  FYI, I'm not one of those people who mercilessly abuses good cards.  This game has a very high barrier to entry when the two players are not of equal experience.  I have quite a few friends who I want to show this game to, and I will have a fair amount of experience and skill with this game before I get to them all.  Some of my friends are the type to get easily discouraged by such a complex game when their opponent is experienced and they are new.  If I know the best cards, I can potentially give them powerful spell books to even out the game a bit more.

Thank you in advance!  Oh, and happy belated Easter!  :P  ;D

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