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Messages - farkas1

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406
General Discussion / Re: Is Mage wars about to fade out?
« on: May 30, 2016, 11:45:45 AM »
AW is going to have 4 releases this year.  I think they are working the best they can to produce cards that are balanced and adding new content that will change the look and feel of this game.  Academy has introduced some interesting ideas and hopefully will be even more experimental going forward.   Also having two different designers on each line will hopefully expand the game faster with new content and ideas. 
As far as PvS I am super excited over the sneek peaks of the cards so far.  I do think if we don't have anything groundbreaking yet from academy this set will change many things in the direction of this game. 

This year should not be filled with doubt.  We should be filled with excitement and enthusiasm over what is in store for Mage Wars this year, I know I am.

407
General Discussion / Re: Paladin vs Siren Spoilers
« on: May 19, 2016, 01:41:25 AM »
Wow! Very cool effect. Very thematic.  Nice to see our first water school creature.  The water school is going to get a lot of love in this expansion.  Can not wait for more reveals!


May we see a possible incantation or conjuration spell that messes with initiative for a round?  That maybe too powerful now that I think about it, but why not! Maybe it's only temporary for one creature only?
 "Tide shift" "moon pull"

Also I remember a podcast talk about some changes too environment (conjurations) that may impact creatures as well?!?!
 ;D

408
General Discussion / Re: Paladin vs Siren Spoilers
« on: May 14, 2016, 12:27:56 PM »
So going over Tom vasel video of priestess academy set, there are some cool protection and healing spells from the new set.

Remove curses
Cure
Mend
Restore + 10 life dissipate 3
Paladins valor
Circle of protection
Glancing blow
Asyra's touch

Restore and glancing blow are both solid new editions and could be very painful to deal with especially if it's not coming from the Mage but from Cassiel!

And we still have much more from the PVS set to hear about!!!

I will be playing more holy school mages once both of these expansions come out.

409
General Discussion / Re: Paladin vs Siren Spoilers
« on: May 14, 2016, 09:02:23 AM »
Technically she can cast some equipment, one conjuration, enchantments, and incantations with the healing or protection subtype.  Arcane ward is a protection spell, healing wand, and sunfire amulet can also be cast!!!
She is really cool.



410
General Discussion / Re: Paladin vs Siren Spoilers
« on: May 11, 2016, 08:43:02 PM »
That is crazy,  your depiction is exactly what i was thinking or imagining for a holy light wall, even down to the high extension dealing damaging flying units.   Sounds great. 

411
General Discussion / Re: Paladin vs Siren Spoilers
« on: May 11, 2016, 08:18:12 PM »
just thought about this.  We have not seen a holy Wall conjuration yet.  Maybe we will see one?!!? 

412
General Discussion / Re: Paladin vs Siren Spoilers
« on: May 11, 2016, 03:28:39 PM »
 Very cool.  I'm wondering if the promo card is going to be released in the lost grimore expansion as well? Pretty sweet card.  I like the angel too....allowing some more aggressive holy builds!!!

413
Custom Cards / Re: Rifter, a Lovecraftian Mage
« on: May 07, 2016, 12:51:21 PM »
So I like the idea of a Cthulhu theme Mage.  I would suggest a couple of things I would want to see in this Mage and expand on some of your ideas. 

First a gateway/portal ability similar to your teleport creatures, or conjugation.  The gateway would be an ability of the Mage.  The spawn point could be used to summon level 1 at first, but each turn it may get stronger. Maybe more health, more channeling, and added abilities to increase its attacks, and other special abilities. each time a cultist creature sacrifices itself, increases the level of creature the gate could spawn.

Cultist could sacrifice to increase the abilities of the gateway/portal or become a dark beast from the alternate dimension. 

I like ur monster theme with the blobs and tentacle monsters. 
Finally I would  suggest some epic creatures like Cthulhu or another elder God become a playable creature.  Maybe by being spawned it replaces the Mage, or limit the control of the creature because it is stronger than the Mage,  or dampens the mages actions/life while the elder God is in play.

Great idea. Hope it gets made!!!

414
General Discussion / Re: Is Mage wars about to fade out?
« on: May 05, 2016, 05:05:30 PM »
I don't know for sure if it's fading out.  I love this game and hope that it continues to expand and build upon this amazing thematic experience. 

Since it released I thought it would be an awesome game.  I held off for 3 years from trying it.  There are a few reasons behind that tho.  Number one I was a new gamer around 2012 and zero groups to experience a variety of games with.  I also am super busy working 3 jobs and raising two kiddos.  Secondly was the amount of complexity it seemed to have out of the gate with just the base set, and lastly was the supposed game length which scared me away for the longest time. 

In the past year and half my gaming groups have grown and met a variety of different gamers. One of my buddies had the game and we tried it out.  I was hooked by the first play.  I lost a horrible death... but had one of the best gaming experiences ever.  I have bought 2 core sets and almost every expansion (I plan on buying the rest and the new stuff later this month  ;)). It is my most played game of 2015 and don't Think it's going to change this year either.

by not releasing a new set of mages for Arena in the past couple of years, has hurt the overall excitement level in the community, and it appears others are noticing.
However,  the newness has not wore off on me.  I do hope the releases pick up and everyone buys them.  Academy is a great effort and I think it will help expand the popularity.

415
Custom Cards / Re: Illusionist
« on: May 04, 2016, 10:38:14 AM »
Thanks wtcannonjr for the suggestions.  I agree on pretty much every point you have made.  I will update soon. \
 
I initially wanted Astral Vision to be similar, but feel different then vine markers.  I choose to keep it similar due to keep the learning curve easier to manage.  I do think the spells cast with the Astral projection subtype will feel totally different, and give the Illusionist a unique feel. 

I originally thought the astral eyes would be creatures.  To make that ability feel and play differently I came up with this.

Astral Vision:  Whenever your mage casts a spell you may pay 1 mana to summon an astral eye creature marker in the zone where the spell was targeted. 
Astral Eye-  Creature-  Astral Projection subtype
1 life, 0 attack, flying, pest, incorporeal, invisible

May not be enchanted
When moving this creature loses the invisible trait. 


Now the astral eyes are actually creatures/markers.  The biggest difference is when he may cast them.  After any spell the Illusionist's cast.  They can move to extend the Illusionist range.  Now this allows him to cast a thunderbolt or a lightening bolt and summon a Astral eye in the zone it attack.  Allowing some very speedy interesting combinations with other spells.  Possibly even casting a mirror wall next to a zone right after an astral eye was summoned. 

It may be really strong so I might have once per turn ability.  Or having it being a specific type or sub-type of spell like only air or astral projection sub-types can be cast with this ability.   

416
Custom Cards / Illusionist
« on: May 04, 2016, 12:17:13 AM »
[u]Illusionist [/u]
School:  Mind, lvl 1 Air
30 life, 0 Armor, 10 Channel

Increasing Astral Vision: During the Deployment Phase you may place one Astral Eye marker.  Whenever you, or an object you control, casts an Astral Projection spell, you may target a zone containing a friendly Astral Eye marker, or target an object in that zone or bordering that zone.  Then destroy that marker.
 
Mirror Image: Pay 5 mana, quick cast spell.  Cast a mirror image creature of your mage.  This creature has Astral Projection trait, and the incorporeal trait, +1 Upkeep.   3 health.  Elusive trait, pest, and Physic immune.  Energy Blast: Range quick, Ethereal Attack, 0-1 range, 2 dice, 7+ Stagger.  (special rules apply)

Energy Blast: Pay 1 mana, quick cast spell.  Range attack, 0-1 range. Ethereal Attack.  2 Dice, 5+ stagger  11+ Double Stagger
3 Melee Attack

Notes:
Astral Eyes marker; counts as a conjuration.  It is flying, and may move once per turn as an action.  They have one health, zero armor, and incorporeal.  Increasing Astral Vision functions in the same way as vine spreading. 
Mirror Image special rules:  there are 3 mirror image cards. 


Couple of spells I’m thinking about. 

Incantation- Energy Wave
Illusionist Only
2 cost. Destroy Astral Eye marker: target Astral Projection creature in same zone as destroyed eye marker.  Choose one:  increase health by 1, activate a mirror image creature, give +1 to melee or range attack

Conjuration- Mirror Wall: (Astral Projection)
Illusionist Only
4 health, incorporeal.  Non passable, blocks sight.  Whipping Tendrils:  Pay one mana to make an attack.  Melee attack: 2 dice.  9+ stuck

Enchantment- Berserk
2 cost. 2 Reveal.  Reveal when creature is activated and attacking.  Instead of attacking creature of choice. Creature attacks itself.  Destroy berserk after attack. 

Incantation -  Red Eye
Illusionist Only
2+X cost.  Target friendly Astral Eye marker; Choose enemy creature that creature immediately spends its action marker, may move, and attack another enemy creature of your choice.  Destroy that Astral Eye marker.  X is enemy creature activated level.


The Illusionist is an expert in mind manipulation and being able manifest projections into physical objects.  The astral vision ability allows his abilities to expand and cast objects into those zones with Astral projection trait.   Mirror Image and energy Blast allow the mage to quickly get some fire power out and allow some ways of staggering the opposing creatures and or mage.

It is my first fan creation I have worked on, so I apologize if it may not be as fine tuned as some would like.   I just really enjoy this game and wanted to share.  Let me know what you all think.   :)

417
General Discussion / Re: Has Wall of Thorns been fixed?
« on: April 30, 2016, 04:15:56 PM »
Yea I don't see it as a problem either, and I have not been playing as long as some on the forums.  if you put on one armor you could be blocking 1 basic damage each roll up to five times. Two pieces of armor 2 basic damage up to five times, ect.  So with just two points of armor blocking up to 10 damage is pretty easy way to counter.  Like others have said, many people use these spells in many builds.  Comsidering a lot of armor is novice it does not really have to make that big of an impact on builds. 
A lot of points here have been stating easy and mathematical solutions to wall of thorns and force push.  I don't see everyone has to build the same book to counter such strategies because again some of these spells (armor, aegis, tanglevine self, even a teleport self out of harms way) are solutions to many different types of strategies. 

418
General Discussion / Re: Awesome 2/3 of 2016 are starting
« on: April 29, 2016, 08:35:57 AM »
Minature Market just posted recently preorders for preistess academy and lost grimore!  No preorder for warlock expansion yet so I would assume the other two would be released around the same time hopefully! :D

419
General Discussion / Re: Barbarian vs. Sorcerer
« on: April 14, 2016, 08:10:04 PM »
I am also curious why both mages need to play similarly or have the exact same stats besides special starting special abilities.  I would like to see huge changes from each specified class.  I would love to see a shapeshifting Druid.  If my Mage can basically turn into to a steel claw bear or into an elusive cat with dodge in a single turn or several turns that would be awesome!!! Please make this happen Arcane Wonders!
 :D

420
General Discussion / Re: New Expansion ? Is original MW dead?!
« on: April 01, 2016, 09:00:14 AM »
I was a little worried too about the decision to make both academy and domination and not offering a solid arena expansion with two new mages prior to their release.   Also the timing of academy being released was not perfect either with the new marvel VS  system and Ashes rise of the Phoenix born both offering dueling card games.  They were released last year too that flooded the market even more with dueling card games.   


However after using the academy cards in arena I'm very impressed with the options of a Wizard and the beast master.   I think academy has some very solid cards that I will include in many of my books.  Especially books revolving around swarms and small creatures.  I look foward to the other acadamey releases as well as any thing Arcane wonders produces.  Mage Wars is such a great game!

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