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Messages - piousflea

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31
This solidifies something that myself and my play group (me, Steve, Tim, and John - collectively we have #1/#2 at Bashcon and #1/#2/#4 at Origins) have suspected for quite a while:
Mage Wars turns into a completely different game depending on the time limit for matches.

When we play casually with no time limit, many of us have been building relatively slow-starting, defensively-oriented builds. With enough defensive cards and skillful play you can hold off "beatdown" builds, turn the corner and eventually win. Problem is, none of those slow decks can hope to win in less than 2 hours, even though we are fairly quick with our playing. They would never win a single game in a 90 minute format.

When we practice for 75-90 minute tournament time limits, every one of us ends up with a one-dimensional beatdown deck. Not because that's the only way to play the game, but because of the time limit.

At Origins I'd said something about not wanting >2 hour limits because it would just be too exhausting to play through all the matches. Now that I think about it I am actually wishing for longer time limits.

32
Rules Discussion / Re: Drain Life and surplus damage
« on: June 27, 2013, 01:43:28 PM »
This isn't very clear to me based on the existing rulebook. Logically speaking I would think that Drain Life should work like Vampiric (No overkill allowed) but it is never explicitly spelled out that way.

Death Link is very specifically worded to allow overkill, so it is not relevant to the Drain Life question.

On the other hand, Drain Soul also seems to be worded to always grant 6 Life. This makes it an excellent way to finish off an enemy creature while also gaining life.


33
Spellbook Design and Construction / Re: Cursing Warlock
« on: June 21, 2013, 03:58:58 PM »
I tend to play curse heavy all the time, as it really puts an impetus on the other player to kill you rapidly before all of his health ticks away to curses. It is easier to put more curses in your deck than for an opponent to put more dispels and destroys in his deck. And as long as a ghoul rot ticks once your opponent will already have taken damage, and then he has to spend more mana dispelling than you spent cursing. It is very efficient.

I do not use Malacoda with my current deck, although Mala + Enfeeble has extremely strong synergy potential.

The most important thing about a curse deck is that you need to get creature superiority FIRST and then go curses. Creatures deal much more damage than ghoul rot + Magebane, so if you don't have some ability to go toe to toe with enemy creatures you will die first.

34
General Discussion / Re: So...who won Origins?
« on: June 18, 2013, 09:02:05 PM »
At the end of Round 3, I had a dark pact slayer and a flaming hellion in the zone adjacent to Temple of Light. ToL attacked the same round it entered play and rolled 7 critical damage + a stun on my Dark Pact.

Fourth round, pillar of light dazed my hellion, it rolled and failed to attack. Dark pact was still stunned. My warlock summoned an imp and put on some armor. Priestess meleed for 6 dice and left my Darkpact with 1 HP. At this point, I hadn't been able to get a single attack off.

Fifth round, priestess finished off Darkpact with a 4 dice melee (1 hand for damage, 2 for armor). Temple of light rolled and stunned my flaming hellion and did a lot of damage. Flaming imp and warlock each got a melee off.

Sixth round, priestess finished off Hellion with a 6 dice melee and Temple one-shot imp.

So I lost 31 mana worth of creatures and got a single attack off. It was pretty disgusting.

35
Rules Discussion / Re: Clarification requests
« on: June 18, 2013, 08:52:52 PM »
Enchantments are not revealed when destroyed. It's just that a "When destroyed" effect does not require a card to be revealed.

If a creature with a pile of enchants is attacked, you can reveal as many enchants as you want (paying reveal cost for each) in between the Roll Dice and Damage&Effects steps. This allows you to save as many enchants as you want with Transfusion, and is the main use of Transfusion.

Same thing with bull endurance. You can CHOOSE to reveal it before your creature takes damage, but you have to pay the reveal cost. However, once damage is dealt and the creature dies you can no longer reveal enchantments, the creature is dead.

It is worth noting that Drain Life rolls dice and deals damage as a single action (Resolve Spell) because it is not an attack. Therefore, you CANNOT reveal a healing charm after seeing that drain life rolled high enough to kill a creature. Instead, you would have to reveal the Healing Charm during the Counter Spell step, before you know how much damage the drain life is really going to do.

36
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:
-----
(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.

37
Quote
Wands are supposed to help with this problem: they're slower and cost more, but don't run out.

When a Wand is dissolved you lose both the Wand and the bound spell, while your opponent only pays for a level-1 Dissolve.

Quote
an aggro deck far more likely to kill you before 25 turns then after it so running out of cards isn't a problem

You run out of options LONG before you are even close to "out of cards".

An aggro deck who only plans to cast 1 spell per round can easily run 2 copies of multiple "situational" spells, and even run multiple different aggro styles (such as a large number of creatures + a battleforge and beatdown-centric equipment).

A high-income deck that plans to cast 2-3 spells per round (or high level spells) cannot carry the same number of "extra options" and "situational cards". If he does, he will have few enough copies that he is much more likely to run out than his aggro counterpart.

38
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.

39
The thing about the Interceptors is that you don't want to buff their attack. Their biggest advantage over classical Guards is that they can intervene against ranged attacks, but if they do so they do not get any counterstrike. So any melee buffs they have are completely wasted.

It is worth noting that 1 ranged unit + 1 Interceptor will still lose against 2 ranged units, as the interceptor can only intercept 1 attack per round. So for a pure ranged duel, it's still better to have pure ranged. However, keeping an Interceptor in the same zone as your Mage can prevent your opponent from Fireball/Bouldering you to death.

40
General Discussion / Re: Conquest of Kumanjaro - SPOILERS
« on: May 28, 2013, 10:36:15 PM »
Healing Charm can triple-dip from Divine Favor (priestess ability), Ring of Asyra and Enchanters Ring. This in and of itself makes it far superior to Bull EndurAnce.

The other notable thing is that while Healing Charm can be seeking dispelled, it is "resistant" to purge/destroy. When a purge or destroy is declared, you can reveal healing charm and resolve the healing prior to the Resolve Spell step.

The main reason you'd keep healing charm unrevealed is if your creature hasn't taken 8 damage yet. (Since there is a 0.4% chance you could roll 8 healing) The other reason is to trick your opponent into not killing your unit, for example if it has 1 health left and is stuck in a poison gas cloud. Your opponent might not bother finishing it off if he thinks it will die anyways, so you save healing charm until just before the next Upkeep phase.

41
Swarms will be a whole lot better against the new generation of Guards. The new Guards have crappy 3-dice attacks and only gain a defensive bonus on the first attack they suffer, so they are tough against single big attacks but weak against swarms. Against swarms you're still much better off with the ole' Iron Golem, or a Dwarf Kriegsbiel.

42
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.

43
Rules Discussion / Re: Earthquake/Nullify/Reverse Magic
« on: May 28, 2013, 03:11:56 PM »
Nullify and Reverse Magic only activate when your Mage is targeted by an Incantation or Enchantment.

As Earthquake targets a Zone it does not trigger nullify or reverse.

And if Earthquake could perform attacks against creatures (it doesn't, it just puts a slam on them), this would also not trigger any Nullifies or Reverses.

44
It definitely sounds like you are ready for the non-apprentice mode of the game.

Grizzlies have tremendous amount of health, armor and damage, but it is a single big creature. Control spells such as Force Hold and Turn to Stone can totally neutralize it. So can stuns and dazes.

Like any nonflying "big", a flyer-heavy deck can simply ignore the Grizz and swarm overhead.

Compared to other "bigs" the Grizzly is relatively vulnerable to swarms, as it doesn't have Sweeping or Counterstrike or Vampiric. While 3 Armor will soak a lot of damage, it can at most kill one weak creature per round, and if it rolls badly and fails to kill one its round is essentially wasted.

Also like all "bigs" the Grizzly doesn't actually hit that hard compared to an equivalent-cost swarm.  The Grizz costs as much as 4 goblin grunts, or 4 ring of beasts bitterwood foxes, but either of the 4-creature swarms can roll 12 dice (3x4). Depending on your tactical situation you may be better off ignoring the Grizzly and going straight for the Mage. (the same cannot be said for swarms, swarms do too much damage to ignore)

45
General Discussion / Re: Conquest of Kumanjaro - SPOILERS
« on: May 17, 2013, 02:24:33 PM »
Who plays mage staff in an aggro build?

I include Mage Staff in every aggro build that I play, unless it has a better source of ethereal damage (ie FM/Wiz/Priestess). 2-3 spellbook points and 5 mana is well worth the ability to easily remove Mana Siphons, Whirling Spirit, Wall of Fire etc.

Divine Might is rather mana-inefficient but it does not take up your weapon slot, and you can even cast it on Creatures if you want. Given the spell point cost it is definitely worth it for a Warlord, and probably worth it for a Beastmaster. Not sure if I'd use it on a Warlock (3 spell points).

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