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Messages - Puddnhead

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796
Spellbook Design and Construction / Re: Ichthellids and demons
« on: April 14, 2015, 03:06:44 PM »
Ichthellid is non-living and so the egg cannot be transferred to it.  Also, I think Icthellids are too expensive for so little health to build a book around no matter whose creatures you're trying to hit.

797
Mages / Re: Wizards who pay triple
« on: April 14, 2015, 12:10:47 PM »
As I said several times, I do understand that I'm significantly inexperienced compared to a tournament veteran. 

1) I've never played a wizard.  It's consorting with the enemy ;)  So, I am a token member of build diversity community.
2) Charmyna was the one who made me hate wizards so much.  He's very good and gave me a high bar to attain to with my mage wars play.  He ran several builds, but all of them had a forge, a tower and a wand or two.  My goal was to beat his wizard, but I've taken a long time to learn good strategies and now he doesn't play on OCTGN anymore  :'(

I'm not giving up.  Wizard is here to stay and I'm still trying to assert some anti-arcane dominance.

798
Mages / Re: Wizards who pay triple
« on: April 14, 2015, 10:27:22 AM »
I really appreciate the effort you've put into thinking this through.  I have been the culprit on a few of these anti-wizard comments.  In the end I've chocked it up to just being inexperienced, but a few things I have noticed still cause some concern for me:

1) At least 60% of the books I see on OCTGN are wizards.
2) 100% of the wizards I see are running Wizard's Tower and a toolbox of attack spells.
3) It's not that wizards have a ton of dispels and dissolves it's that they have SO MANY ACTIONS.  They can plan 4 spells a turn (2 planning, 1 tower, 1 huggin)!  Not to mention the spells they have on the mage wand and the elemental wand and the action advantage they've gotten from either Gate of Voltari or Battleforge. It's disgusting.  And now someone is talking about giving them a book that will let them plan another spell?!  Who's drinking too much?
4) 70% of the books I see are running Wall of Thorns + Force Push

To this end I have made it my mission to find a spellbook that will destroy all wizards and punish those who play with thorns.  It would be nice to have competitive matches with other mages, but in the end...I just want the wizard player to cry (in a nice and friendly competition way, of course).  I haven't succeeded yet.

Keeping in mind that I have decided that I am still inexperienced; I am still holding out hope that wizards can be beaten with more regularity (I have done it, but it takes some significant effort) and that "Wall of Thorns Cheese" won't continue to get card support (Acid Ball, Rust, Surging Wave, Disarm).

All that to say that I would kind of prefer that Wizards stay where they are so that I can prove something.  I do like the idea of making the elemental choice more significant in terms of how the book plays.  Your changes would certainly make for some restricted diversity in wizard's spellbooks.  I think the triple cost for everything else is too much by a long shot.

If things were to be changed, (probably not going to happen given Arcane Wonder's errata policy)  I would suggest giving them a choice of which school (or schools) are going to be triple cost for them since the main draw and feel of the wizard is flexibility.  There are several ways to do this:

1) You could pair schools together such as "Training in Water means triple cost in Fire and Dark" or "Training in Air means triple cost in Earth and War".
2) The wizard also chooses a school or two from which they cannot put spells in their book.

The first suggestion is very complicated, but it ensures at least some kind of sacrifice on the wizard's part.  The second suggestion retains the flexibility and simplicity, but all the wizard would have to do is avoid one or two schools of magic when building a book which is not very hard to do.

As I said before, the wizard does concern me and I also feel that you will get virtually no support on an errata to an iconic mage.  I retain a bit of optimism with the release of Harshforge Plate and Harshforge Monolith and the preview of this new "Anchored" trait from Domination that wizards might be getting their comeuppance soon.

799
Rules Discussion / Re: Beastmaster's Quick Summoning and Jinx
« on: April 10, 2015, 09:42:58 PM »
The text on the spell could be interpreted exactly as you say, Zuberi, and I would not be surprised to have another extremely powerful arcane spell.

However, I would like to point out that the "plain English" of the card specifically references putting the spell back in its owner's spellbook which led to me to wonder whether it was referencing and could only target a creature casting spell "cards".

I see now that I have more reasons to hate wizards.  Not that I needed to add another check mark to that list...

800
Rules Discussion / Re: Beastmaster's Quick Summoning and Jinx
« on: April 10, 2015, 03:38:14 PM »
I would argue against that.  It seems to me that Jinx is looking at the icon on the spell card in question.  Would Jinx be able to counter Arcane Zap or Force Pull?  Or perhaps the spell swap on a Mage Wand?

801
General Discussion / Re: Name that expansion!
« on: March 31, 2015, 11:11:42 PM »
Alright then,

Eclectic Evocations!  ;D

802
General Discussion / Re: Name that expansion!
« on: March 31, 2015, 01:41:03 PM »
Mage Wars: Esoteric Evocations

Make it so!

803
General Discussion / Re: Wall of Earth = GG
« on: March 24, 2015, 08:43:13 AM »
Quote
Cool trick, but turn 3/4, surely the Warlock has a Dispel, and almost certainly more Dispels than the opposing mage has Maim Wings. Also, you could throw a Nullify or similar onto Adramelech before sending him over the wall.

sIKE is referring to pushing Adramelech behind two earth walls and then revealing Maim Wings.  At that point Adramelech's controlling mage does not have Line of Sight to dispel Maim Wings.  Additionally, Adramelech is powerless to affect the Earth Walls and needs another creature to bust him out since all he does is fire damage.

804
I'm sorry ACG.  Your list is so exhaustive that it took me a long time to read it all, quite entertaining as it was, I will endeavor to contribute soon!

805
Spellbook Design and Construction / Re: Adramelech warlock help needed
« on: March 02, 2015, 09:15:35 AM »
Keeping those imps alive is tricky sometimes.  If you can mind game the enemy properly, a key Fortified Position will help a lot as well.  You can throw them for a loop and Shift Enchantment on it when they leave the zone.  This might be too much for trying to kill quickly. 

As I've found out before, more than any other mage, the Adramelech Warlock with an imp swarm can just hang back until the right moment and jump in with the swarm.  A clutch Disarm on a piece of armor they were counting on to save them from the swarm can really hurt.

806
Spells / Re: Cerberus
« on: February 27, 2015, 01:48:26 PM »
[mwcard=DNI01]Animate Dead[/mwcard] targets a non-Epic creature?  That wasn't meant to say "non-Legendary" was it?  The only Epic creature I can find is [mwcard=MWSTX2FFC12]Talos[/mwcard].  Nice!  I'll have to include more Animate Dead in my Necromancer books.

807
Spellbook Design and Construction / Re: Adramelech warlock help needed
« on: February 27, 2015, 01:43:02 PM »
Anything that pierces or removes his armor is going to cause you problems.  He only has 14 health which is decent, but not amazing.  As soon as that armor isn't protecting him, he'll go down like sack of bricks.  Additionally, he has flying so you should be able to dodge most attacks, but be careful of Maim Wings or Knockdown.  There's not much you can do against this except Nullify.

The way I've seen most people deal with him is to remove flying and then stick him in place with a Tanglevine, a "Stuck" condition or a Force Hold.

You can Rhino Hide him to make it even less appealing to attack him.  You can give him Vampirism; you can give him Cheetah Speed or Bear's Strength.

The trick is to be careful not to go all in unless you're certain you can pull it off.  The more you invest in one creature the more you stand to lose if it dies.

Like Schwenkgott says, Battle Fury will get an extra attack off for him which is really good.  You want to make sure you're hitting a really high priority target to get the best effect out of the Battle Fury.

808
Spellbook Design and Construction / Re: Adramelech warlock help needed
« on: February 27, 2015, 11:26:10 AM »
Adramelech, Lord of Fire means PRESSURE.  If he's your strategy, then "all you need to do" is make sure he's still a threat.  That can be attempted with a nullify or two or some dispels and seeking dispels to prevent banish or agony, enfeeble, maim wings or rust.

Unfortunately, there are a lot of ways to effectively neutralize creatures and if you're only packing one big one he's going to take all of the enemy's hate.  You need to either 1) make sure that buys you enough time for the kill or 2) have a plan for a follow up target when he's taken down.

809
Nice game, congratulations arxiducs!  I particularly liked how respectful each of you were and how much sportsmanship was demonstrated!  I wish more gaming communities had that going for them.

By the way, did you never remember to heal your warlock from the blood reaper?  I didn't catch that in the log.

810
YAY! Another 4 dice, 8 cost Soldier! Wooo!

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