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Messages - keejchen

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16
Events / Viking Con 2019 (Copenhagen)
« on: August 12, 2019, 03:07:54 PM »
We can finally announce that the annual Mage Wars Danish Championship will be hosted at Viking Con this year!

This casual event takes place on the 12th of October in Copenhagen, Denmark. The usual suspects, Biblofilter and I, will be present, as well as a few other Danes.

Come play with us!  ;D

The official program is not online yet, but will eventually be visible here: https://www.viking-con.dk/

17
Spells / Re: Healing Wand = Healing sub-type?
« on: June 03, 2019, 04:09:34 PM »
Because the Ring of Healing specifically boosts healing granted by casting spells, and the staff and bow do not heal through spells.

18
Events / Re: The Arcane Duels League
« on: June 03, 2019, 10:00:13 AM »
Time travel Mage confirmed?!  :D

19
Spells / Re: Healing Wand = Healing sub-type?
« on: June 03, 2019, 07:58:36 AM »
Wtcannonjr is right, however, the healing ring does not require the healing to come from a spell with healing subtype. It just needs to be healing done through a spell cast by the mage, so this would apply to the spell cast by healing wand.

20
Rules Discussion / Elementalist Glyph Clarification
« on: May 21, 2019, 08:21:48 AM »
Playing a bit with Elementalist these days. Once we started using glyphs, a few questions came up. Posting glyphs for reference:

Elemental Glyphs
The Elementalist has four Glyphs: Air, Earth, Fire, and Water. When he casts a spell or reveals an enchantment, he activates all inactive Glyphs that match a school on that spell. Enchantments only activate Glyphs when they’re revealed, not when cast. Example: If the Elementalist casts Volcano, which is both Earth and Fire, then he would activate both of those Glyphs, if inactive. If the Elementalist casts Beam of Frost, which is Air or Water, he would pick one of those Glyphs to activate, if possible.
When active, each Glyph can be deactivated for a special ability:
Air — Once per round, when a creature you control makes an attack, you may pay 1 mana. If you do, deactivate this Glyph to gain +4 on that attack’s effect roll.
Earth — Once per round, when a creature you control is attacked, you may pay 1 mana. If you do, deactivate this Glyph and that creature gains Armor +2 for that attack.
Fire — Once per round, when a creature you control makes an attack, you may pay 1 mana. If you do, deactivate this Glyph and that attack rolls 2 additional dice.
Water — Once per round, during the Upkeep Phase, you may pay 1 mana. If you do, you may deactivate this Glyph and heal 2 damage from your Mage.


Timing
Can Fire/Air Glyphs be used on the same attack spell that are used to activate the specific glyph?

Example: With inactive Fire Glyph, Element declares Firestream on enemy mage. For attack spells, you go through steps 1-4 of casting a spell (Declare, Pay, Counter, Resolve). After the Resolve step, the actual attack begins and we go through the attack steps 1-8. The card is discarded once the attack sequence is over.

In this sequence, when do glyphs get activated? And where is the window for declaring the use of a glyph on an attack?

Similarly, at what point do we have the window to use the Armor+2 from Earth Glyph? Can we wait until dice are rolled and make the choice based on results?

Boosting Attacks
Fire and Air Glyph both boost attacks, but to what extend? Since it is not Ranged+X, can I use Fire Glyph on zone attacks like Voltaic Discharge to roll 2 extra dice against all creatures in zone? Or will it only work against one? Or not at all?

What of sweeping and double strike attacks?

22
They're all good in my opinion. I wouldn't pick any one of them over the others, It really depends on what mages you like to play the most. Probably the Necromancer has the most fun stuff, thinking specifically about The Embalmed but also some other interesting cards.

24
Events / Re: Mage Wars German Nationals 2019
« on: May 08, 2019, 12:11:53 PM »
I think Biblo is referring to the nerf used in the Arcane Duels League, found here:
http://forum.arcanewonders.com/index.php?topic=18887.0

The revised Swarm trait they are using looks like this with added emphasis on the main part they changed:
Swarm (Please remember all non-mage objects are also spells)
Creatures with the Swarm trait cannot be targeted by non-attack actions or spells that do not specifically target Swarm creatures.  When attacking, Creatures with the Swarm trait may make additional strikes equal to their remaining health.  Additionally, they are immune to conditions, healing, and life gain that does not target swarms. Non-zone attacks do a maximum of 1 damage to them. Swarms cannot guard.

I would also like to know when the deadline is for submitting books for the tournament? :)

25
Creative / Re: Mage Wars Meme-day
« on: May 08, 2019, 01:38:55 AM »

27
Spells / Re: The Embalmed
« on: April 11, 2019, 12:46:08 PM »
Creatures with summon effects always trigger their effects again regardless of how they are resummoned. So yes.

Which is why Combustion Demon and Messenger of Bim-Shalla are interesting choices (assuming my interpretation holds).

28
Spells / Re: The Embalmed
« on: April 11, 2019, 10:28:24 AM »
While I agree on your first point Knabb Master, we already have incantations that summon creatures. Animate Dead and Resurrect both summon creatures from the discard pile.

29
Spells / Re: The Embalmed
« on: April 11, 2019, 10:12:09 AM »
School does not change when you reanimate things with Animate Dead or Rise Again. We can argue over theme and sense, but so far in MW, holy creatures have had no problem coming back as Undead.

30
Spells / Re: The Embalmed
« on: April 11, 2019, 09:56:25 AM »
I have another one! I know I'm nitpicking but that's why we're here :D

If my mummy Alandell stands in your consecrated ground, does he take a damage? He can never heal of course, since non-living, but only non-holy is damaged by it.

I know you could just expand your list with level and school, but at some point it seems like it would just be easier to write "becomes a copy of".

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