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Messages - iNano78

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16
General Discussion / Re: Spellbookbuilder.com
« on: May 13, 2019, 03:32:02 PM »
I am not sure who maintains that site. the arcane duels team may know.

grga.curkovic

As per Tony's post, there is supposed to be something somewhat official between Arcane Wonders and grga...
http://forum.arcanewonders.com/index.php?topic=18494.msg88359#msg88359

17
Mage Wars Academy / Re: Future plans
« on: May 13, 2019, 11:59:36 AM »
Ottawa here.

18
General Discussion / Re: Mage Wars: Misc Stuff
« on: May 02, 2019, 03:52:31 PM »
+1 on the I Love Mage Wars  ;D

Seconded. Also agree that Forcemaster (hurls) Rocks!

19
General Discussion / Re: Hellstar vs Dragon´s Lance
« on: February 28, 2019, 12:11:33 PM »
For those who haven't seen it...



Yep, looks strictly better than Hellstar (in either game), even ignoring the Ki ability.

20
General Discussion / Re: It is 2019 - What do we know?
« on: January 31, 2019, 01:49:19 PM »
Existing Arena Necromancer is great.
Agreed, Arena Necromancer is very much top tier.   Around the top of that tier even.
Are you saying there are no useful cards (from an Arena perspective) in the Academy Necromancer expansion? And same for Monk?
The former, although Necromancer has some mediocre, but not great cards, whilst Monk is a complete non-purchase for Arena.

Hmmm, in that case, I wonder if dismal sales of Academy Monk (compared to other Academy expansions) will signal to Arcane Wonders that the only reason Academy expansions sell is because Arena players buy it to satiate their desire for more Arena-compatible cards... or if they'll take the lack of Monk sales to mean Academy is dead and they should give up on Mage Wars completely...

21
General Discussion / Re: It is 2019 - What do we know?
« on: January 31, 2019, 08:11:21 AM »
Necromancer is very weak for Arena, and Monk is useless.

Existing Arena Necromancer is great. Are you saying there are no useful cards (from an Arena perspective) in the Academy Necromancer expansion? And same for Monk? Or are you saying that if you took the Academy mage cards for these mages and just upped the life, channeling and spell book points, they'd be inferior to virtually every existing Arena mage?

22
General Discussion / Re: Arena vs Academy?
« on: January 31, 2019, 08:08:12 AM »
In my opinion, Arena is far superior to Academy.

But at this point in time, you should assume that Arena is "complete" - e.g. there may not ever be another new Arena-specific expansion. That said, all the Academy cards work (to varying degrees of competitiveness) in Arena, so as long as Academy exists, there will be at least some new content that you could add to your Arena collection, even if it doesn't have a great value-to-cost ratio (e.g. from a given Academy set, maybe 3 or 4 cards might be worthwhile to play in Arena... but you can experiment with any of them).

23
General Discussion / Re: Interesting website forum stats
« on: January 30, 2019, 12:31:24 PM »
Nothing has toppled Mage Wars Arena as my favourite board game of all time. Still trying to pull in new players, despite the lack of support. Just because it isn't a "living" game with new expansions every few months doesn't mean it isn't among the best games ever designed.

24
Events / Re: Winter Mage War 2
« on: January 29, 2019, 08:54:38 AM »
Force Pull
  • Once per round, the Forcemaster may cast this quick Force spell. Target creature is Pushed 1 zone towards the source of this spell. Will not Push a creature through a wall with the Passage Attacks trait.

I know the question it's trying to answer, but I'm still not clear which way this wording falls...

Would it pull towards the FM or the Minds Eye?

If Mind's Eye is the source of the spell, then this ruling above makes it push towards Mind's Eye. See Mind's Eye text attached, which state's it becomes "the source of the spell."

As written on the Forcemaster's card, it pushes towards "her" = the Forcemaster who cast the spell (identified as "she" earlier in the card text).

25
Spells / Re: Altar of Infernia
« on: January 20, 2019, 11:24:03 AM »
So should there be an entry for Mud Golem? I was checking in here to see if the altar would remove their dice, I'm pretty sure it will, having it on the list would would be nice though. :D

Mud Golem is definitely affected by Altar of Infernia. I’d put it in the first bin of original post, since it says right on the card that it gets Melee +1 for each counter.

26
Events / Re: Winter Mage War 2
« on: January 17, 2019, 08:06:19 PM »
As for Steep Hill, it was pointed out that the rules only have it block line of sight through edges and not corners. Therefore anything that could target through opposite corners of Steep Hill's zone was technically not blocked by Steep Hill's rules.  Minor quibble, hardly ever comes up, but just in case...we clarified.

So it would have to be like a range four effect, from the corner zone to the hill to the opposite corner zone. That makes sense... though I can't think of anything that might make use of the ambiguity.

There are a handful of effects that require line of sight with no range restriction, like a Druid using a vine marker's zone as the target of a Vine spell, effectively bypassing the spell's range restriction. So rules as written, one could argue that perfectly diagonally across Steep Hill corner-to-corner had "tunnels" in an X that allowed LoS even though any other direction across Steep Hill (+) was opaque. Huh, never thought of anybody trying to argue that.

27
Events / Re: Winter Mage War 2
« on: January 17, 2019, 02:32:57 PM »
Thanks for the quick assist. I am curious now... what is the difference between discarding and obliterating a spell?

If such a spell is bound to an object, does it become lost under these rules? Is the object that it is bound to affected at all?

Obliterated spells don't go to your discard pile. I assume this is to avoid shenanigans with Resurrection/Animate Dead to bring back a creature that was never in play.

I don't quite understand the Steep Hill clarification. What are "two diagonal sections of a zone"? Would this mean "two adjacent (orthogonal) edges of a zone?" e.g. would apply to a Range 3 spell that's "up 2 / over 1" or similar?

28
Rules Discussion / Re: Acid Blast (academy, not promo)
« on: January 11, 2019, 09:05:21 AM »
My guess - it is describing the effect on the Attack bar.

However, it also seems plausible that the intent is to always place one corrode plus a chance for an addtional corrode on 9+. In Arena this would have been shown as

1 - 8    Corrode
9+    2 Corrode

This text might be the equivalent of this probability. Are there examples in Academy where a mutli-lined effect result is used?

The promo version of the card looked as above: e.g. 1 Corrode on 1-8, 2 Corrodes on 9+. However, this would mean that attacking an object with Acid -X (e.g. having Chitin Armor, for example) would provide a possibility of  receiving 0 Corrodes. The officially released Academy card avoids this possibility by guaranteeing at least 1 Corrode, assuming the attack isn't avoided entirely.

In other words, the released version is almost functionally equivalent to the promo version, but actually better against targets with Acid -X.

You can still see the promo version here:
http://www.spellbookbuilder.com/

29
Rules Discussion / Re: Is Gate to Hell a Zone Attack?
« on: January 04, 2019, 09:53:38 AM »
Hooray! Another Swarm loophole.  The way Gate is written is that it is an un-targeted attack against all creatures. Therefore it hits all creatures, but I would say that the way the Swarm trait is written (RAW) it only does a maximum of one damage to them. I would love to be wrong about this.

Technically, there is no RAW for Swarms in Arena, so I guess it's up to Arena players to agree on rules for Academy for each of the new keywords and traits (e.g. Frost, Defrost, Swarm, Potion equipment, Breeches equipment).

30
Domination / Re: Let's talk Multiplayer Domination
« on: December 22, 2018, 06:06:22 PM »
Interesting.

Let us know how this works out for your group.

I've been considering a 4-player domination style format for tournament play but haven't had time to put it down on paper yet. This allows more players to interact in each game without too much more table space.
The downside of 4 player Domination, whether in teams or free-for-all, is that it takes so long. When we have 4, we’d always prefer two parallel 1-on1 Arena death matches, likely followed by a “winners” match and a “losers” match, rather than one loooonngg 4-player game. But ymmv.

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