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Topics - sIKE

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61
General Discussion / Vine Markers
« on: December 04, 2013, 12:18:54 AM »
For those playing the Druid, how many of the markers have you used in the game? Have you ran out and had to use substitutes?

62
Rules Discussion / Holy Avenger and Mind Control
« on: September 20, 2013, 08:45:27 PM »
If my creature that is a Holy Avenger is Mind Controlled, is he still "Friendly" to my side?

63
Spells / Enchantment Transfusion and Magebind
« on: August 30, 2013, 06:12:49 PM »
So if I were to cast an Enchantment with the Magebind +2 trait onto a creature and reveal it and then later used Enchantment Transfusion also cast on such creature (say Harmonize on Fellea) to move the Enchantment to my mage do I have pay the magebind cost? From the codex of the v2 manual:

Magebind +X
This enchantment is a little tougher to attach to a Mage. If this enchantment is attached to a Mage, the reveal cost is increased by X. This adjusted reveal cost is used for all purposes in spells, abilities, or effects which refer to the reveal cost of this spell.

The spell has been revealed so happens? If it is still hidden do I have to pay the Magebind +2? Yes, I would think as the spell hasn't been revealed yet and the wording above makes sense.

I am thinking that the answer to the first scenario is still yes, but I am not sure. I come to this conclusion from the first sentence: "This enchantment is a little tougher to attach to a Mage."

64
General Discussion / Items avaialble at Gencon
« on: August 26, 2013, 01:28:13 PM »
Were all of the new items available at Gencon sold out? I wouldn't mind buying a Dice Tower and one of the Premium Selenia Arena Mats would be totally freaking awesome. As well as rounding out the collection with Spellbook Pack 3. Any chances? I have always thought it was rude, but Please Shutup and Take my Money! :)

65
Rules Discussion / Archer's Watchtower Clarification
« on: June 24, 2013, 04:44:26 PM »
Once per round, when a friendly soldier in this zone declares a ranged attack, Archer's Watchtower may give this solder the Ranged +1 and Indirect traits for that attack.

So this ability once per round per archer or once per round period?

It does say Archer's (plural) which is why I am asking.....

66
Rules Discussion / Galvitar and Battle Fury
« on: June 24, 2013, 03:28:34 PM »
Is it possible for the FM to QC Battle Fury upon himself then use the Full Attack(Spinning Slash)  and Doublestrike the opponent and then use then use the Quick Attack(Thrust) for the Battle Fury. Resulting in 3 sets of attack dice?

67
General Discussion / CoK Manual
« on: June 18, 2013, 02:06:26 PM »
When will it be posted for Download?

68
General Discussion / When will we see CoK at a FLGS?
« on: June 18, 2013, 11:48:57 AM »
Waiting (impatiently) for the goods! We can I get my grubby paws on them?

69
Spellbook Design and Construction / Warlord - Mid-Range Agro
« on: June 01, 2013, 04:24:08 PM »
After playing the Warlord for the second time this past week, I decided that I did like him. I also got to play the Hand-Solo Forcemaster book of Shadow's. Taking inspiration from both Shadow's and the ten other posted Warlord builds here on the forum, I came up with this book. While putting it together my intent was to do a solo Warlord but someone else was already working on that build, so I decided to go with this style of build. The idea is to be able to counter a rush, then build out a 3-5 level 2-3 creatures and then go for the gold. I am using cards from CoK, Dice Tower Promo, Core, and FvM, along with one from Op Kit 2. (Using place holders where needed)

   Equipment
1   Dancing Scimitar
1   Dragonscale Hauberk
1   Eagleclaw Boots
1   Elemental Wand
1   Helm of Command
1   Horn of Gothos
1   Morning Star
1   Regrowth Belt
1   Ring of Command
1   Storm Drake Hide
1   Vorpal Blade
   
   Creatures
1   Dwarf Panzerfarde
1   Goblin Bomber
2   Goblin Grunt
1   Grimson Deadeye, Sniper
1   Iron Golem
2   Orc Butcher
1   Royal Archer
   
   Attacks
1   Arc Lightning
2   Hurl Boulder
   
   Conjurations
1   Archer’s Watchtower
1   Barracks
1   Garrison Post
1   Gravikor
2   Hand of Bim-Shalla
1   Mana Flower
1   Mordoks Obelisk
1   Quicksand
1   Suppression Orb
   
   Enchantments
1   Agony
1   Bear Strength
1   Eagle Wings
1   Fortified Position
1   Harmonize
1   Hawkeye
1   Lion Savergy
1   Mind Shield
1   Rhino Hide
1   Standard Bearer
1   Stumble
1   Vampirism
   
   Incantations
2   Battle Fury
1   Dispel
2   Dissolve
1   Force Wave
1   Power Strike
2   Rouse the Beast
1   Sniper Shot

The rough idea is:
Rd1 Armor (based on opposing mage) / Morningstar / Vorpal Blade
Rush Counter (Hand Solo) / 1 or 2 Big
Rd2 Helm of Command w/Battle Fury (stay hidden) and Elemental Wand w/Boulder (stay hidden)
Rd3 Battle Fury / Melee
Rd4 Bear Strength / Melee or Boulder
Rd5 Battle Fury / Melee
Rd6 Agony on OP Mage / Melee
Rd7 Battle Fury / Melee
Rd8 Dwarf Panzerfarde
and so on...if a victim of FM's Pull Eagle Claw Boots get equipped

Swarm Turtle
Rd2 Barracks / Harmonize (Move)
Rd3 Orc Butcher / Hand of Bim-Shalla
Rd4 Hand of Bim-Shalla / (Move)Archer Watchtower
Rd5 Helm of Command w/Battle Fury (stay hidden) / Garrison Post
Rd6 Orc Butcher / Mana Flower
and so on...

The idea is to be flexible at the open then build a army of Creatures to Finish the opposing Mage off. I have stuff in there for Swarm Control, Flying, I have the Archer to take out opposing conjurations. So I should be flexible enough to cover the bases till mid-game

Let me know what you think....


70
Website Support and Feedback / Memory Utilization
« on: May 30, 2013, 05:36:36 PM »
I just looked in Task Manager (Windows 8 Pro 64bit with IE10) and noted that this website is using 300MBs of memory, should I be concerned? Or is it just the nature of the forum software?

Thanks!

71
Website Support and Feedback / Mage Wars Website
« on: May 22, 2013, 01:28:24 PM »
Love the new forums! Only thing I am missing is a easy way to get back to the Mage Wars website. Wish the Mage Wars logo at the top left of the Screen took me there or something else close.....

72
Rules Discussion / Tainted
« on: May 17, 2013, 10:49:04 AM »
While replying to a topic on FB about the newly spoiled Drain Soul card, I was discussing about the Tainted condition and was pointed out that though the damage they cause can not be healed they can be removed by Wand of Healing or the Priestess Restore spell. The question then becomes once the Tainted condition is removed does the damage it caused remain or is it also removed as a part of the condition removal.


73
Rules Discussion / Slam and 1st Quick Cast Phase
« on: May 01, 2013, 05:08:03 PM »
If I were to Slam a Mage after his activation (say he moved and quick cast a hurl boulder). Would the Slam prevent the mage from "normal" casting (if he hadn't already) any spell during the Final Quick Cast Phase and following the First Quick Cast Phase?

What I am trying to grasp is would the Mage be Incapacitated until the his activation in the next Creature Action Phase? Or are the Final or First Quick Cast Phases considered activations of the Mage?

I am thinking yes, but I am not sure.

Once again here from the Codex is the mages portion of Incapacitated:

Mages are affected by Incapacitation differently. A mage’s mind is so powerful that even if he is Incapacitated he can still work his magic! An Incapacitated mage can still use actions to cast quick non-attack spells. He cannot cast full spells or attack spells.

74
Spells / DIce Tower Promo Cards are being delivered
« on: April 25, 2013, 11:41:53 AM »
And the 10 cards delivered are:

Hurl Meteorite
Lion Savagery
Temple High Guard
Vorpal Blade
Ballista
Bloodcrag Minotaur
Critical Strike
Morning Star
Gravikor
Akiro's Favor

I didn't get the cards myself, but my buddy did participate in the Kickstarter and got these promo cards.. I fear the Meteor! 9 dice of damage + Daze/Stun 5-8/9+ could really hurt! Looking forward to reverse attacking that bad boy :)

75
Spellbook Design and Construction / Gorgon Watchtower Build
« on: April 23, 2013, 06:12:13 PM »
I am thinking this could be quite a nasty combo. Cast Gorgon Archer and Archers Watchtower first round, round 2 cast Hawkeye on the GA, then wall her in. Keep my mage and other creatures under her watchful eye (within 2 zones). Let her deal out weakness tokens and mop up after the fact. You will need flying creatures (taken care of in the future with Gravikor) or two teleports (one in and one out). Deadeye inspired the idea and still might be a better choice.

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