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Messages - Obsidian Soul

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46
General Questions / Re: About the Paladin...
« on: January 16, 2018, 09:27:44 AM »
No, the Paladin is not a Knight or a Soldier (his subclass is Ivarium and his type is Human), so he does not benefit from special effects that target either type of creature.  I believe that you would gain Valor if your Challenged enemy attacked a guard instead of you and, yes, your Challenged enemy is not obligated to attack during a turn (it could Guard and, if it just has a full round attack, would never generate Valor), but you can always pay 2 Valor to return the Challenge Marker.

47
Spellbook Design and Construction / Re: Don't Give A Trunk Give Two
« on: January 16, 2018, 09:20:47 AM »
I have only one word, Quicksand.

48
Spellbook Design and Construction / Re: Don't Give A Trunk Give Two
« on: January 15, 2018, 04:21:22 PM »
Wouldn't Eagle Wings interfere with the Trample ability of the elephant?

49
Spellbook Design and Construction / Re: Don't Give A Trunk Give Two
« on: January 15, 2018, 02:53:49 PM »
I do not particularly expect the Beastmaster to survive for long with only two creatures.  I would suggest replacing the elephants with rhinos and rams.  I would also suggest the faerie familiar since you have a lot of Enchantments, an Elemental Wand, and a Mage Wand.

50
Spellbook Design and Construction / Re: Heavy Metal Priestess
« on: January 14, 2018, 02:20:29 PM »
Meditation Amulets require full actions to use, so I do not particularly see how that is much better, since you are not moving while you generate mana.  It is also quite a target for a Dissolve if they see you using it each turn.  Anyway, you are still having to stay in the back with your Temple since you are not summoning creatures with your Mage, and Priestesses lose if they turtle (something silverclawgrizzly taught me during our first few months of playing).

51
Spellbook Design and Construction / Re: Heavy Metal Priestess
« on: January 14, 2018, 08:55:37 AM »
Yes, I agree.  I would much rather have something like Libro, which is mobile, or the Lair, which can produce every turn, than the Temple.

52
Spellbook Design and Construction / Re: Heavy Metal Priestess
« on: January 13, 2018, 07:59:53 PM »
Never have had much a challenge from anyone using a spawnpoint since I stopped using one (with the exception of the Necromancer with the book, which has to be the best spawnpoint in the game).  I will generally have creature superiority by turn one and mana superiority by turn two.   

53
Spellbook Design and Construction / Re: Heavy Metal Priestess
« on: January 13, 2018, 06:39:50 PM »
It is easy enough to deal with a priestess that depends on a Temple.  A Priestess spends 10 mana to summon the Temple, meaning that she suffers from a 10 mana deficit, and she gets only an extra mana every turn and an extra action every other turn from it.   A hardcast priestess can use that 10 mana to gain +2 channeling from Mana Crystals.     

54
Rules Discussion / Re: Glancing Blow reveal condition
« on: January 13, 2018, 09:31:12 AM »
It says reveal at the beginning of the roll dice step.  If the attack is canceled or avoided before rolling dice, the necessary condition is not met for mandatory reveal, so the card should not be revealed.

55
Strategy and Tactics / Re: Call to all MW players...Tools of the Trade
« on: January 12, 2018, 07:07:23 AM »
Tsunami is dangerous.  I have heard of players taking out their own armies with the card.

56
Strategy and Tactics / Re: Call to all MW players...Tools of the Trade
« on: January 11, 2018, 04:00:25 PM »
If you are going the Divine Intervention route, it is often better to use it on the enemy mage after you have established a bunch of heavy hitters (like a few Knights of Westlock or a couple of other heavy hitters).  I generally prefer using a Teleport followed by a Divine Intervention, so I can yank them back with the Divine Intervention if they run.  With four Kinght of Westlock, you an get 8 hits at 5+ dice each, which will cause most mages to whimper and die, especially if you have spent your time destroying their protective equipment and enchantments.

57
The problem is licensing cost.  Disney (and therefore Marvel) charges more for licensing one of its characters than AW could reasonably recoup.  Of course, there is nothing preventing AW from creating its own stable of supers for a Mage Wars spinoff.

58
General Discussion / Re: Net Building.
« on: January 11, 2018, 06:41:08 AM »
And no one says that you cannot modify a netbook.  For example, I would never play most of the netbooks that people post because I do not like the lack of creatures (I prefer to have 3-4 creatures on the board all of the time, meaning that I need a minimum of 6-8 creatures in a spellbook to tolerate attrition).

59
General Discussion / Re: How to get started
« on: January 11, 2018, 06:35:38 AM »
Honestly obsidian soul, when was your last mage wars match? Im not being mean or anything but I'm insanely curious as to what meta you were involved in. When exactly was the last time you played mage wars arena?

I went 2-1 with steelclawgrizzly using a zombie Necromancer I was experimenting with (though he was experimenting with three new books, so it was not representative of our usual matches), and 0-1 with a Forcemaster that I stripped apart after the game for deck sleeves for two academy mages because it did so badly.  Of course, I used the equipment spawnpoint in the Necromancer, what is there not to like, but I would never bother with the Graveyard.

60
General Discussion / Re: How to get started
« on: January 10, 2018, 10:52:43 PM »
I agree.  With my books, I tend to run 8-12 level 3-4 creatures (the Necromancer and the Druid being the exceptions), so I just hardcast them.  With 13-14 Channeling, you can usually get a large creature out every other turn.

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