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Topics - piousflea

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1
So right now we have:
Arcane - Wizards Tower
Dark - Drain Life/Soul
FM - Forcefield, Charm
Holy - Divine Intervention

But the War and Nature schools lack any similarly awesome spell. (Akiro's is too late game to count) BMs are fairly strong but Warlord needs the help.

What about:
BM - can feel vulnerable to early rushes, especially Jokhtari. So he needs a defensive spell, how about the equivalent of "Fog":
Dense Mists, Quick Incantation, 0-1 Zone, 5 Mana, Level 2 Nature
Until end of round, No attacks may be declared to or from objects in this zone.

Warlord - he needs a way to reach enemies that are dancing around at range, especially when he is enfeebled or held. (Hard for him to dispel) I think a Mortal Kombat style Scorpion harpoon would be great.
Bloodwave Harpoon, Quick Attack, 0-2, 8 Mana, Level 2 War
5 dice, 1-7 Pull, 8+ 2 Pull
Target is pulled one or two zones toward the caster, depending on effect dice roll. This may not Pull a target through Passage Attacks. If Bloodwave Harpoon rolls effect dice against an Unmovable target, caster may choose to Pull himself toward the target instead.

2
So Origins 2013 is over. At least 2/3 of the Tournament of Champions builds ran large numbers of Hands of Bimshalla plus Temple of Light, and the undefeated winning build (Steve Walters priestess) used 6x Hand and 3x Temple.

---
So here's what is interesting about a Temple Build. The Hand of Bimshalla is only mildly overpowered by itself. The temple of light is worthless without Hands (you'll never get enough Dawnbreakers to buff it). However, the combo of Hand plus ToL proved to be absolutely over the top overpowered.

I am of the opinion that Mage Wars needs more strong combos, not less. However, Hand+ToL is not the right model to base them on, for the following reasons:
- Hand and Temple are both quick spells. You can have 3 hands + ToL and roll a 4 dice ranged attack on Round 2. This is far too fast of a combo, compared to how long it takes to get creatures or equipment out.
- Hand and Temple do not reward an opponent for trying to interrupt the combo. At 5 mana and level 1, it is easy to replace destroyed Hands. Temple is even worse. If your Temple attacks, then dies, recasting ToL lets you get a 2nd temple attack off on the same round! Ironically, killing the temple actually INCREASES its damage output.

However, I am all for combo cards being stronger. They just need limitations. Any combination of the following will work:
1) requires time (every-upkeep-phase effects)
2) requires map control (must control X outposts, Y zone exclusives, etc)
3) requires specific creatures (all soldiers gain X. Requires an Angel, a Knight, and 2 Clerics)
4) requires another card type (effect multiplied by number of temples, of walls, of mana Conjurations, etc.)
5) requires specific "combo points"

Some hypothetical examples:
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(1, 3) Mithril forge - generates Blade tokens each round and after X tokens gives a +Piercing or + melee bonus to Soldiers.

(2,3,4) Temple of Protection - Any time an attack is declared against a friendly creature within 0-2 range and LoS, you may pay 2 mana to use Temple of Protection as a defense. (d12+X) 10+, where X = number of Clerics you control.

(1,2,3) Idol of Desecration - Every upkeep phase, gain a Desecration token for every zone that contains a Demon creature you control. When a friendly Demon creature enters play, you may spend 9 Desecration tokens to teleport him into a zone with any other Demon creature you control, and activate his action marker.

(1,5) Hive - Generates an Insect token every round.
Thousand Stings - Attack spell. You must pay 2 Insect tokens as part of the casting cost. High damage zone Poison attack.
Insect Swarm - Enchantment. You must pay 3 Insect tokens as part of the reveal cost. Inflicts Poison damage every round. When target creature is destroyed, you may immediately cast and reveal Insect Swarm for no cost on any other creature in the same zone.
Hive Queen - Creature. Unique. You must pay 6 Insect tokens as part of the casting cost, but this creature does not cost mana. Generates Insect tokens every round.

(1,4) Quickened Mind - Enchant. During the Upkeep phase, gain a Thought token for each Psychic card you control. Gain a Thought token every time you cast a Psychic incantation. Maximum 6 Thought tokens. Immediately after any of your action phases, you may spend 6 Thought tokens to reset your Quick Cast marker.

(3,4) Entrench - Incantation. Until the end of the round, all your Soldier creatures gain Aegis X while Guarding, where X = the number of Walls you control.

(3,4) Malediction - Incantation, targets enemy creature. Performs an X dice Poison zone attack centered around target creature, where X is the total number of revealed Curse enchantments on the creature.

(2,4) Rain Cloud - Conjuration, Cloud, all Corporeal objects in this zone, or corporeal Walls bordering this zone, gain Flame -2 and Acid -2
Thunder Cloud - Conjuration, Cloud. Every upkeep performs a 2 dice Lightning zone attack with Flying +1
Smoke Cloud - Conjuration, Cloud. Blocks Line of Sight to or from all objects within this zone. Does not affect walls bordering this zone.
Hurricane - Unique Conjuration, Cloud. Every upkeep phase, pay 3 upkeep to perform an X dice Wind zone attack (-3 vs Clouds) against every zone containing a friendly Cloud, where X = total number of Clouds you control.

3
Most people seem to agree that slow builds (those that accumulate lots of mana generation and spawnpoints/familiars) are generally underpowered compared to fast builds ("rush", "beatdown"). I certainly agree with this; my experience in playing a "rush" mage against high-mana-income mages is that your superior number of damage-dice-per-round will usually overwhelm whatever the other guy plays.

So I was thinking about basic game mechanics and deck-building rules and suddenly realized:
In general, a level-X card costs around 4*X mana.
The converse of this is that if you have 40 mana to spend, you will use 10 spell levels from your spellbook.

This means that a Mage with 16 total Mana income: 13 channeling and a 3-channeling Spawnpoint, will burn through an average of 4 spell levels per round. Meanwhile, a Mage with 9 total Mana income will only burn through 2 spell levels per round. This is a striking disadvantage for a high-income build. Even though you are supposedly a "lategame" buld, you are far more likely to run out of cards in the lategame.
=====

I think it would be really helpful to "lategame" builds if there were cards that had disproportionately high power compared to their spell level. These could come in three flavors:
---
1) Trade mana-efficiency for level-efficiency: Straight up efficiency trade
Phase Door: Level 1 Arcane
X+2 Mana, 0-2 range, Zone
Identical to Teleport but costs 2 more mana and 1 less spell level.

Novice Dispel: Level 1 Arcane, Novice
X+1 Mana, Quick, 0-2 range, Enchantment
Identical to Dispel but costs 1 more mana and is a Novice spell.
---
2) Trade timing for level-efficiency: Delayed action effects
Steelclaw Cub: Level 2 Nature
10 Mana, Full, 0-0 range
1 Armor, 9 Health, Frost -3
Quick Melee 2 dice, Piercing +1
Full Melee 4 dice, Piercing +1
During every Upkeep phase Steelclaw Cub gains 1 Age token. At 3 Age tokens it matures into a Steelclaw Grizzly. Gain Level +2, Melee +3, Armor +2, and Health +6.

Mithril Forge, Level 1 War Conjuration
8 Mana, Quick, 0-1 range
4 Armor, 6 Health, Unique
During every Upkeep phase Mithril Forge gains 1 Blade token, up to a maximum of 4. For every 2 Blade tokens on Mithril Forge, all friendly Soldier creatures gain Piercing +1. Once per round, immediately before a friendly action phase, you may remove 3 Blade tokens from Mithril Forge to give a Soldier creature Melee +2 and Piercing +2 until the end of the round.

---
3) Trade prerequisites for level-efficiency: Combo type effects
Wailing Revenant: Level 2 Dark creature
12 Mana, Full, 0-0 Range
0 Armor, 14 Health
Fast
Quick Melee 4 dice, 7+ Tainted
Full Melee 3 dice, 9+ Tainted, Sweeping
Wailing Revenant may only be summoned if you control 2 or more Dark Conjurations and 2 or more Curses. During the Reset phase, if you do not control 2 or more Dark Conjurations, Wailing Revenant's action marker remains inactive. When Wailing Revenant is activated, if you do not control 2 or more Curses it loses Fast and gains Slow.

Temple Guard: Level 1 Holy creature
10 Mana, Full, 0-0 Range
1 Armor, 8 Health, 11+ Defense (1x)
Quick Melee 4 Dice
Defense Rolls +1 for every Temple you control.
Armor +1 for every Cleric you control.
Gains Regenerate 2 if in the same zone as a Temple or Angel.

Boiling Oil: Level 1 War Incantation
7 Mana, Quick, 0-2 Range, Friendly Non-Flying Soldier Creature
Quick Melee, Fire, 6 Dice, 4+ Burn, 9+ 2 Burn
Target creature may make the above attack as a free action, so long as it is in the same zone as a friendly Outpost. Destroy this incantation after one attack, or at the end of the round, whichever comes first.

4
Rules Discussion / Enchantment Transfusion and Nullify
« on: May 28, 2013, 03:38:01 PM »
From the preview thread:

What happens if you attempt to transfuse a pile of enchantments to a creature with a hostile Nullify? Does it trigger at all? If so, does it nullify the entire Transfusion? Or does it only nullify the very first thing that you attempt to shift? If so, do you get to pay another X mana and attempt to shift it again?

I personally don't think that Nullify should trigger at all. Here's why:
- Nullify only works during the Counter Spell Step of casting an enchant or incantation.
- There's no such thing as a Counter Spell Step to revealing an enchantment.
- Therefore, nullify should not trigger at all.

5
Strategy and Tactics / Specific creature counters
« on: May 15, 2013, 10:56:56 AM »
Like in any other strategy game, some creatures are well-suited to countering certain other creature types in MW:

For example:
Iron Golem counters anything that inflicts conditions it is immune to; ie burn/rot/weak/push.
Lord of Fire counters bird swarms, because it is flying and sweeping.
Darkfenne Hydra counters any non flying melee swarms.
Feral Bobcats are highly effective against single large units (except hydra), because they are cheap and have a Defense roll.
Creatures with Defense rolls counter Vampiress, since she loses an entire round of healing when her attack misses.
Creature swarms are, in general, strong against creatures that have a single Defense roll (ie Knight of Westlock)
Burn tokens are, in general, strong against high-Armor creatures that aren't resistant or immune. (ie, Knight of Westlock, Grizzly Bear)
Daze/Stun tokens are, in general, extremely strong against anything level-4 or higher, average against level-3 and weak against level-1 or 2.

Anyone have other things to add to the list?

6
Strategy and Tactics / Return on Investment, a concept...
« on: April 29, 2013, 10:20:23 PM »
Return on Investment: A concept

When we look at mana generator cards in MW, you spend anywhere from 4 to 6 Mana to increase your mana income by 1. Therefore, your "return on investment" (RoI) is either 1/4, 1/5, or 1/6 per round. This can also be expressed as a 4, 5, or 6 round break-even (BE).

You could argue that a 5-round BE is "average". Anything that breaks even in 4 or less rounds is an above-average investment, while anything that takes 6+ rounds is a below-average investment.

However, in the late game this assumption falls apart. If both players are low on health and could die on any given round, it is far better to blow all your mana on immediate damage or healing. Never forget that an investment that breaks even in X rounds sucks if the game ends in X-1 rounds.

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What a lot of people don't realize is that you can assess damage and actions in a similar fashion:
For example, a Fireball costs 8 Mana + 1 Quick Action to roll 6 dice and ~0.93 Burns. (approx. 9 damage vs. 0 armor, 6 damage vs. 5 armor)
Meanwhile, a Ghoul Rot on Mage costs 8 Mana + 1 Quick Action to deal 2 direct damage per round.

Looking at these numbers, Ghoul Rot takes anywhere from 3 to 5 rounds (depending on enemy Armor) to "break even" with Fireball.

So just by examining the relative value of the two spells, Ghoul Rot is an "average investment" relative to Fireball against 0 armor, but becomes a "very good investment" against high Armor. Again, whether or not Ghoul Rot is a superior play depends on the other guy's total HP. If he's got 3 HP left, a Fireball is very likely to kill instantly (0 rounds) while Ghoul Rot will still take 2 rounds. The fact that Ghoul Rot breaks even after 3 rounds is irrelevant if the enemy player is dead in 2.

========
Okay, so now let's apply this concept to creatures:
A Fireball costs 8 Mana + 1 Quick Action to roll 6 dice and ~0.93 Burns. (approx. 9 damage vs. 0 armor, 6 damage vs. 5 armor)
A Skeleton costs 8 Mana + 1 Full action, and starting 1 round later it can roll 4 dice per round. (approx. 4 damage vs. 0 armor, 2 damage vs. 5 armor)

Regardless of enemy Armor, the Skeleton breaks even after 4 rounds. This makes it an "above average" investment in damage. So why use attack spells at all? Well, your opponent could kill the skeleton. He could daze or stun it. He could put an Iron Golem on Guard. All of these things would prevent the Skeleton from effectively using its damage dice, whereas a Fireball would always get its damage dice in.

In addition, the Skeleton uses a full action. If you weren't summoning, you might have used that full action to swing 4 or more damage dice (often much more). We'll talk more about this later.

========
Now let's take this concept to the next level!
There are two enemy Falcons in my zone, pecking me for 3+3 dice per round. How worthwhile is a Ring of Fire?

A Ring of Fire has a 60% chance to one-shot a Falcon (it doesn't get to attack you this round). The surviving Falcons will get to attack you for at least 1 round.
- Surviving Falcons will have a 50% chance to have 1 or more Burn tokens.
- Of the Burning falcons ~67% of them will Burn to death over ~1.5 rounds.
- Overall, you will kill ~60% of Falcons instantly, ~10% of Falcons after 1 round, ~5% of Falcons after 2 rounds, and ~25% of Falcons will survive.

The traditional calculation says you're spending 9 Mana to kill an average of 1.5 Falcons (7.5 Mana) so it's not worth it. But what if we analyze it based on RoI, reducing the enemy's damage dice?
- On average, a Falcon struck by Ring of Fire will deal 1.2 damage dice the first round, 0.9 damage dice the second round, and 0.75 damage dice every round afterward.
- Compared to an unharmed Falcon, this is a 1.8 damage dice savings on the first round, 2.1 on the second, and 2.25 on the third.
- 9 mana is 1 more than a Fireball, which against an unarmored Mage would deal ~9 damage over 2 rounds. So for the purposes of our break-even analysis, let's assume that casting Ring of Fire allows your opponent to nuke you for ~10 damage dice.
* By the end of round 1, the Ring of Fire "saves" you 3.6 damage dice.
* By the end of round 2, the Ring of Fire "saves" you 7.8 damage dice.
* By the end of round 3, the Ring of Fire "saves" you 12.3 damage dice.

So even against just 2 Falcons, Ring of Fire has an extremely rapid 3-round BE! Because Falcons have a very high ratio of damage to health, you really want to kill them quickly, even if you have to use a "non mana efficient spell" to do so. But does this mean we should always use a zone-attack every time there are 2 Falcons in a zone?

Don't be silly! Ring of Fire may have a 3 round BE, but there are much less expensive ways to kill Falcons! If you can kill the Falcons with a Lash of Hellfire instead, you don't need to worry about "breaking even" because you never spend any mana in the first place.

Always remember: You can calculate break-even points for an investment, but achieving an objective for no cost is always superior to spending mana on an investment.

=============
Can we place a relative price on Quick Actions, and Full Actions?

The answer is: Sort of.

Compared to a Mana Crystal (+1 channeling with no action), a Battleforge or Thoughtspore has 1 channeling and 1 quick action, but costs 8 mana instead of 5. This is a +60% relative mana cost.

Does this mean that a quick action is worth 0.6 Mana? Don't be silly. A spawnpoint or familiar usually doesn't use its action every single round. Spawnpoints are additionally limited by range, and familiars are easily killed.

My best guess is that Quick Actions can be "priced" at ~2 Mana, while Full Actions are "priced" at around 4 Mana. Using these numbers makes Spawnpoints and Beastmaster passive seem vastly more mana efficient than you'd usually think.

However, you also have to realize that actions cost Mana. If you are mana starved, all the spawnpoints and familiars in the world are useless. Players are only willing to give up Mana for Actions if they have enough Mana to take those actions.

============
What does this all mean?

Many times in Mage Wars, a player has the opportunity to choose between an action with immediate effects (such as a Battle Fury or Fireball) and an action with delayed effects (such as summoning a creature or casting an enchantment). Taking the latter action is like making an investment toward later rounds of the game.

In each of these situations, you should try to think about the following:
1) Is the game about to end? If not, then:
2) Is there a way to achieve the same objective without an investment? If not, then:
3) If you make an investment, will it pay off in a reasonable timeframe? If so, then:
4) Does your opponent have an investment with a stronger payoff than yours?
5) If so, then focus on destroying his investments. If not, then focus on making your own investments.

For example, for a Wizard paying 4 mana per mana crystal sounds like a pretty sweet RoI. However, if an enemy Beastmaster is summoning Foxes in your face, 3 dice per round is even sweeter for him than 1 Mana per round is for you.

Instead of focusing on your own investment, your best strategic option is to focus on destroying your opponent's investments. Throw out a Ring of Fire, a Suppression Cloak, a Circle of Lightning or a Darkfenne Hydra, and you'll rapidly cut his dog swarm down to size.

On the other hand, if your opponent is investing in 5-mana Crystals while you are investing in 4-mana Crystals, you are definitely coming out ahead. You should feel comfortable sitting back and continuing to build up - investing for a future full of big creatures and attack spells.

7
Rules Discussion / Reverse Attack FAQ wording
« on: March 24, 2013, 09:01:45 PM »
A few questions about the way Reverse Attack is described in the FAQ:
Quote
Reverse Attack
Updated wording:
When this creature is attacked, you must reveal Reverse Attack during the Avoid Attack Step. The attack is avoided and then redirected back; this creature becomes the new source (although the attacker stays the same), and the original source becomes the new target (even if the original source would not normally be a legal target), for the next 2 steps (Roll Dice and Damage and Effects).

Then, destroy Reverse Attack. If the attack is Unavoidable, destroy Reverse Attack without effect.


This seems to suggest that:

1) The Reversed attack should ignore any Forcefields, Blocks, etc as there is no additional Avoid Attack step. It does not take off forcefield charges and it does not force mandatory reveals, and it is impossible to "reverse attack a reverse attack".

2) The wording of "source and target are swapped, but attacker remains the same, and the target can be attacked even if it would normally not be a legal target" seems to imply the following:
- Because the attacker remains the same, any bonuses like Bear Strength etc stay the same.
- Because the target is swapped, you'd use the new target's dice modifiers (Aegis, Marked for Death).
- Theoretically, if a nonliving creature had "+2 vs Nonliving", that bonus would apply for attacking itself.
- Because the source and target are both swapped, the range remains the same for calculating stuff like Grimson Deadeye's attack strength.
- Because Reverse Attack is allowed to attack "not normally legal targets", it is possible to reverse an attack from a Watchtowered sniper behind a wall, even though a normal ranged attack would be blocked by Line of Sight. Or hypothetically, if there was a ground-to-air specialist whose attack said "can only hit flying units", it could still hit itself with Reverse.

Am I correct on all of these points?

8
Strategy and Tactics / Sacrificed on the Altar of Awesomeness
« on: March 20, 2013, 01:08:11 PM »
Sacrificial Altar seems to be a rarely used (in my experience) card with a tremendous amount of potential.

For 4 mana, the Altar (zone exclusive conjuration, Dark Mage Only) allows you to do the following:
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Once per round, before or after a friendly activation, you may destroy a creature you own and control to grant another creature +X Melee and +X Piercing until the end of the round.
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Now the first time I saw that card, I thought "This is terrible." Sacrificing a level-3 creature is like paying 17 mana (13 for the creature and 4 for the Altar) to give 3 dice and 3 piercing to a single melee strike! However, on second thought I am convinced that the Altar is incredibly awesome.

1) Sacrifice creatures that would have died anyways.
Got a Darkfenne Bat with 1hp and an Idol of Pestilence out? Make one last attack with the bat, and at the end of his activation Sacrifice him to buff one of your other creatures. It doesn't cost any mana or any actions!

Same goes for those situations where your opponent is focus-firing down one of your bigger creatures. That flaming hellion with 2hp left isn't going to last very long with 2 Knights of Westlock beating on it. So make its attack and then Sacrifice it at the end of the attack action.

For 1 quick action and 4 mana, if you can sacrifice a single level-2+ creature "for free", the Altar has paid for itself.

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2) Sacrifice works well with Battle Fury and/or Retaliate.

Unlike temporary bonuses that are worded as +X until the next attack, Sacrificial Altar gives +X/+X until the end of the round.

+3 Melee and +3 Piercing in exchange for a level-3 creature doesn't sound great... but +3 Melee and +3 Piercing for two (or three) attacks in one round is amazing.

It is theoretically possible to roll 30 attack dice with +6 Piercing: Take a Warlock with Lash, Bear Strength, Gaunts and Fireshaper Ring (9 dice total), sacrifice a Lord of Fire (+6 = 15 dice) and perform a Battle Fury attack (15 dice + 15 dice). Granted, it's a super expensive combo, but it could easily kill someone in one round (hope they didn't have Reverse Attack!).

As an extra bonus, if your warlock was hiding a Retaliate on him, he could retaliate an attack for another 15 dice. That's 45 attack dice (with +6 Piercing) in one round!

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3) Sacrifice completely ignores range, line of sight, incapacitation and banishment.

Did your opponent trap your Flaming Hellion in a corner square with 2 stone walls? Did he Sleep your Vampiress out of range of anything that can wake her? Did he just Banish your Lord of Fire?

Sacrificial Altar gives you an extra option. You can try to break the control spells and keep your creature in play, or you can Sacrifice the creature and Battle Fury for mega damage.

The mere possibility that you could Sacrifice a crowd controlled "big" and insta-gib your opponent can force him to play more cautiously. Or if he doesn't, you can make him eat 30 dice with +6 piercing.

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4) Sacrifice can "force" your opponent to waste attack dice on over-kill.

Your Lord of Fire has 2hp remaining and is stuck in a Force Crush. Sucks for you. Normally your opponent would ignore it and allow it to die its inevitable death.

However, you have a Warlock, a Bat and an Imp all in position to attack your opponent, and you could Sacrifice the Firelord to buff any one of the three. So your opponent uses his quickcast to throw an Invisible Fist and finish off the Firelord.

That's 4 mana and 1 action that he no longer has.

9
Alternative Play / Set Piece Battles (fast game mode)
« on: March 01, 2013, 11:01:28 PM »
I got an interesting idea for a "faster" game variant based on a BGG thread. It would be really easy to set up a "Set Piece" game mode that behaves like a miniatures game, where both players battle with a fixed army.

Basically, both players would get a fixed amount of Mana (let's say, 50 Mana) to spend prior to the start of the game. They could use this Mana on creatures, conjurations, equipment, or save it in their bank.

At the start of the game, each player could place their Mage, creatures, conjurations and enchantments in their starting square, and/or the 2 adjacent squares.

Once the game begins, players are limited to casting Enchantments, Incantations, and Attacks. No additional creatures, conjurations or equipment may enter the game, except for cantrips and Resurrection.

10
Rules Discussion / Piercing Strike + Multiple Attacks
« on: March 01, 2013, 12:56:41 PM »
The text to Piercing Strike says:
"Target's next melee attack gains the Piercing +3 trait."

So what happens when you give Piercing Strike to a Hydra? The rulebook text for "Piercing +X" does not have an "only works once" limitation like "Melee +X".

However, the power of this combo seems to hinge upon the interpretation of "next melee attack".

Is Piercing Strike intended to apply to "next melee attack roll" (only the first of the Hydra's strikes), or "next melee attack action" (all three strikes)?

======
Also, on an unrelated note:
How come the text for Perfect Strike says "target's next melee attack this round gains the Unavoidable trait", while Piercing Strike says "target's next melee attack gains the Piercing +3 trait"?

Does this mean that I could cast Piercing Strike before the end of a round, and it would carry forward to the next round?

11
Strategy and Tactics / Stack Size and Relative Health
« on: February 20, 2013, 10:11:35 PM »
Just a random thought of mine:

Stack Size is the total mana cost of a creature + enchantments. For example, an unbuffed Dark Pact Slayer is a 13-mana stack, while a Vampiric, Cheetah Speed, Bear Strength Lord of Fire is a 40-mana stack.

Everyone knows that Stack Size is the most important part of "delay" card effectiveness. Banishing an unbuffed Dark Pact is spending 14 mana to delay a 13-mana stack, and probably not a very smart move. On the other hand, banishing a fully buffed Lord of Fire is spending 14 mana to delay a 40-mana stack. That's pretty awesome.

However, you can also think of Stack Size as a modifier for damage and healing. For example, dealing 5 damage to an unbuffed Timber Wolf (10 hp, 9 mana) is "worth" 9*(5/10) = 4.5 mana. Dealing 5 damage to a fully buffed Lord of Fire (14 hp, 40 mana) is "worth" 40*(5/14) = 14.3 mana. On the converse, healing 5 damage from that Lord of Fire is "worth" 14.3 mana.

When you think of Stack Size as multiplying the value of all damage and healing, you begin to realize how risky it is to over-buff a card. The aforementioned Lord of Fire is so valuable that even highly inefficient attacks like Arc Lightning become cost-efficient. Your opponent has every incentive to nuke that mega-stack out of the sky, no matter what it takes. And when that mega-stack falls you lose 40 mana worth of cards.

For this reason, I always try to spread out enchantments between my creatures and my Mage. Stack size is a non-issue for the Mage, since your Mage is always a target regardless of what is on him - actually, having more enchantments on your mage makes it harder to focus him down.

12
Strategy and Tactics / Attack Dice Spreadsheet
« on: February 17, 2013, 08:30:13 PM »
A lot of the math in the game is pretty opaque. For example, when is Aegis 1 better than Armor +2? How much weaker is a 3+3+3 triplestrike compared to a single 9-dice attack? How much better is the Emerald Tegu's 9 hp and 3 armor when compared to a Wolf's 10 hp and 2 armor? How many attack dice do you need to kill 14 HP and 1 Armor in a single Battle Fury?

This spreadsheet can help:
https://docs.google.com/file/d/0B4xG98ZoLE5sY3FwZUpnamItZFk/edit?usp=sharing

Note that this is an XLSX file so you cannot actually use the spreadsheet on Google; you have to download the file to your hard drive and open it with Microsoft Excel.

As far as I know the math is correct. If anyone finds an error in the spreadsheet please let me know.

============
Answers:

1) When is Aegis 1 better than Armor +2?
If you are starting at 0 Armor, +2 Armor is better than 1 Aegis in every situation except for a 2-dice attack (even then it's marginal).
If you are starting at 1 Armor, 1 Aegis is better against 2-3 attack dice, equal against 4 dice, and worse against 5+ dice.
If you are starting at 2 Armor, 1 Aegis is better against 2-5 attack dice, equal against 6 dice, and worse against 7+ dice.
If you are starting at 3 Armor, just take the Aegis.

2) How much weaker is 3+3+3 versus 9 attack dice?
Against 0 armor, they both deal 9 damage.
Against 1 armor, 9 dice does 8.026 damage, 3+3+3 does 6.889. (-14.2%)
Against 2 armor, 9 dice does 7.111 damage, 3+3+3 does 5.444. (-23.4%)
Against 3 armor, 9 dice does 6.312 damage, 3+3+3 does 4.833. (-23.4%)
Against 4 armor, 9 dice does 5.665 damage, 3+3+3 does 4.569. (-19.3%)

3) How much better is 9HP/3AC versus 10HP/2AC?
Not much. There is a <5% difference in "Rounds to kill" for 2-10 dice attacks. However, healing 1HP on 9HP/3AC is ~10% better than healing 1HP on 10HP/2AC.

How many attack dice do you need to kill 14 HP and 1 Armor in a single Battle Fury?
With 5+5 dice you have a 1.76% kill chance.
With 6+6 dice you have a 11.59% kill chance.
With 7+7 dice you have a 32.32% kill chance.
With 8+8 dice you have a 56.93% kill chance.
With 9+9 dice you have a 76.94% kill chance.

13
Spellbook Design and Construction / Lord of Terror (Bashcon Beatdown Build)
« on: February 17, 2013, 10:30:00 AM »
I played a Beatdown build that went 4-0 @ Bashcon. It does exceptionally well against creature swarm decks. The idea of the build is that you prevent people from ever achieving their planned build (whether it is a swarm or a massively buffed Mage or mana denial) by being extremely aggressive.

CONCEPT: Get large creatures in your opponent's face early. Deny and adapt to their strategy.

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The opener:
(10) Round 1 (+9):
(19) Quickcast Enchanters Ring (-2)
(17) Move 1 then quick spell:
(17) Cheetah Speed facedown on self (-1)

(16) Round 2 (+9):
DECIDE WHAT TO DO!
There are three branching variations of this build:
Lord of Fire only
Vampiress + Dark Pact
Vampiress + Equipment

At this point you need to decide: does The Lord of Fire come out to play?
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During (Preparation phase of Round 2) you will make a snap judgement about your opponents likely strategy.

If he is going for anything heavy on Creatures or Conjurations, go Lord of Fire.

If he is going for mana denial, or equipment beatdown, go Vampiress.

Your second card should be another facedown enchantment. In general, if you don't think your opponent has enough control to deal with the Vamp/Lord, put bear strength on the Vampiress/Lord. (Or Vampiric on Lord) If your opponent looks controlly, put bear strength or vampiric on yourself.

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Lord of Fire path:
(16) Round 2: (+9)
(25) Full spell Lord of Fire (-24)
(1) Quickcast facedown Bear Strength or Vampiric, either on yourself or on Lord.(-1)

(0) Round 3: (+9)
(9) Reveal Cheetah Speed on Self (-3)
(6) Move twice then cast Magebane on opponents Mage (-5)
(1) Quickcast Shift Enchantment to put Cheetah Speed on Lord of Fire (-1)
(0) Have Lord of Fire move twice (attack if possible) (0)

Alternatively, cast a facedown Ghoul Rot (-2) on opponents Mage, then wait until next round. In between Channeling and Upkeep you can reveal the enchantment (-6), leaving you with only 6 mana for the next round. (You should be meleeing at that point)
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At the start of Round 3 both your Mage and Lord of Fire are within melee range of your opponent. You are extremely mana starved, with either 6 or 9 mana in the bank and a facedown enchantment on either Lord of Fire or yourself.

However, your opponent is now in a severe action-shortage bind. He has three pressing issues on his mind: The Lord of Fire, your warlock's fists, and the DoT (Magebane or ghoul rot). As long as you can limit his action-efficiency he CANNOT deal with all three.

Therefore, your #1 priority is to eliminate anything that gives your opponent extra actions or takes away your actions:

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#1 Enemy: HUGINN
Huginn is the one card that can ruin your whole build. He is simply too action efficient against a single-big-creature build. In fact, I almost always go Vampiress+Darkpact or Vamp+Bats against Wizard. But if for some reason you have Lord of Fire out vs wizard, prepare a Perfect Strike or Knockdown every round and use it as soon as Huginn is in range.

#1.5) FELELLA
Same as Huginn but at least she can't teleport and dispel you. Kill with extreme prejudice. Note that perfect strike (Falcon Precision in next xpack) is superior to knockdown because she can put Block on herself.

#2 Enemy: Ferret
Same thing, perfect strike him to death. You do NOT want your warlock to waste actions swinging at the ferret while taunted.

#3 Enemy: Other Dodgy Foes
Dodge + Guard ruins Lord of Fire's day. I've seen him waste 4 consecutive swings on a guarding 4-mana Bobcat (5 -1 for ring of beasts), for an overall cost of 1 mana per dodged attack. Problem is that perfect strikes almost cost more mana than the stupid kitties. If possible, attack non-dodgy foes or use sweeping strike so that even if the first hit is dodged, you sweep onto the Mage. Post expack, Falcon Precision will render the kitty strategy obsolete.
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Okay, so Lord of Fire is out and there are no highly dodgy familiars or guards. At this point you should have More Total Attack Dice than your opponent. Your goal is to maintain that advantage until the other guy dies. Your play should be mostly reactive:

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Opponent Goes for Mage Kill:
This is usually the easiest to deal with. Throw on your favorite protection (elemental cloak, demonhide, rhinohide, etc) and get a Death Link out. Every turn he isn't focusing on Lord of Fire, The Lord is swinging 6 or 8 attack dice plus burns. Just keep yourself alive and the other guy will die first.

One REALLY SWEET way to mitigate incoming damage is to throw out a bloodreaper Imp. It only costs 2 Life. If your opponent kills it, that is at least 6 damage that your warlock didn't take. If they leave it alone, it leeches 2 life and deals some damage every turn.

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Opponent goes for Lord kill:
This can be really tricky because you want to keep the Lord alive but can't throw so much stuff on him that control becomes ultra efficient. (Once Lord + Enchants exceed 40 mana total cost, the efficiency of sleep and banish are ridiculous)

The biggest threat to Lord is a buffed BM/Lock with Mage staff and battle fury. Be very careful around this and think about using Blocks on Lord.

Alternatively, if your opponent is just going balls out offense to kill Lord, don't bother keeping him alive. Battle fury yourself and Lash (soon to be Sectarus) him to death. It is quite possible for the other guy to kill your Lord but now he has taken 24 damage and your warlock has taken none.

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Opponent goes for Lord control:
Hopefully you have thrown more enchants/equips on your Warlock than on your Lord. If you are able to hold your own solo while Lord comes out of sleep/banish/etc, you are set.

Sleep used to give me conniptions until I realized that you could use Death Link and Shift Enchantment to bust out of Sleep for very little cost. (Only 1 quick action and 3 mana more than just casting Link on and enemy creature) Deathlink him for 1 turn, which heals you and removes sleep, then shift it to an enemy. Note that this wont work if there are no valid enemy creatures to shift it to.

If Lord ever gets Dazed, consider putting him on Guard next to your lock. That way he gets a 100% effective counter strike instead of a 50% effective swing.

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That is the end of my first section, will have to post the second later. Hope you enjoyed it!

14
Strategy and Tactics / Harassing the Mana Crystal - Why?
« on: October 09, 2012, 09:13:13 PM »
I've seen several people comment about sending "harassment" units to attack the opponent's starting Mana Crystals, but unless I'm totally mistaken this doesn't seem like a great idea.

A Mana Crystal costs 5 mana, gives 1 mana/turn, and has 6 HP / 2 Armor.
Therefore, if you cast Mana Crystal on Round 1, you'll break even at Round 6 and get a Mana surplus by Round 7.

The fastest way to rush the Mana Crystal is with a Bitterwood Fox (5 Mana, Fast, 3 dice atk) or Thunderift Falcon (6 Mana, Fast, 3 dice atk). A 3-dice attack deals an average of 1.81 damage against 2 Armor. It takes an average of 3.3 hits to kill the Mana Crystal.

If you cast a Fox/Falcon on Round 1, it can move 3 spaces on Round 2, and start hitting the Mana Crystal on Round 3. This means that the Mana Crystal is expected to die around Round 6 or 7.

Therefore, even without any attempt by the enemy player to kill your Fox/Falcon, the Mana Crystal won't die until it's already returned its full Mana cost.
   
On the other hand, if the enemy player kills your harassing Fox, you're down a tremendous amount of mana. Not only do you lose the 5 Mana from the fox, but your opponent is gaining a +1 mana advantage every single round.

Am I totally crazy, or is the "zergling rush" really not that great at crippling an economy?

15
Rules Discussion / Friendly Nullify on opponent creature
« on: October 07, 2012, 10:19:36 PM »
Halvor and I were playing a game tonight and this question came up:

I put and revealed an essence drain on a Hydra. Because I knew he had dispels, I then put a Nullify on the same hydra. He never ended up dispelling the hydra so this didn't come up until the game was over and we were chatting.

The question is whether Nullify can be used on enemy units. The card states, "When this creature is targeted by an incantation or enchantment spell controlled by an opponent, you MUST reveal Nullify during the Counter step. This spell is countered. Then, destroy Nullify."

So does the wording "a spell controlled by the opponent" refer to the opponent of the enchantment owner, or to the opponent of the creature? The way I am reading it, it refers to the opponent of Nullify's owner. If so there should be some less ambiguous way to word Nullify's text. Maybe "when this creature is targeted by a spell controlled by an opponent of Nullify's controller".

Assuming nullify would work on enemy creatures, what about this sequence:
1) I put nullify on enemy Mage.
2) I put reflect magic on my Mage.
3) He casts a dissolve on my Mage.
4) I reveal reflect and the dissolve goes back at his Mage.
The way I think it would work is, at this point I am the controller of both Dissolve and the hidden Nullify. Because I am not my own opponent, I am not required to reveal nullify and the Dissolve works normally. Am I correct?

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