Arcane Wonders Forum
Mage Wars => General Discussion => Topic started by: Phillus on April 20, 2013, 02:22:05 AM
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Seems pretty strong for a 3 mana spell or stun after effect. I was playing warlock with sectarus and theres this priest with massing temple and 1 holy light temple. He had a Staff of Asyra: which allowed to stun me combined with the temple and the temples that give melee+1 he his hitting me for 9 dice with basic and 6 dice with holy light temple. Since i am stunned i cannot move. I summoned a minion but it was too late. Also we are playing with 50% life!
Since i cannot do anything i die gg incapacitate op.
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That is the strength of the priestess. It sounds like you need to take a more aggressive posture and not let her build up to that level. If you let her set up like that it will be tough to take her down.
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Don't let the Priestess build up 6 temples, and try Dissolving her Staff. You can't play solo against a Priestess with 6 temples and expect to win unless you rush her really fast and she keeps playing temples anyway. Even then it would be better to get at least one creature down so that you're not as vulnerable to daze/stun. You can also try to break line of sight to the Temple of Light, but it can shoot down Walls of Fire pretty easily by the time it's attacking for 6. Lash of Hellfire is extremely good at taking out conjurations. Burns can really help take out structures.
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She got goblin builders...
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Can i still move when I'm incapacitated since i was always in range of line of sight...
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She got goblin builders...
She still has to cast him. You still have to pressure early if you have the capability. If you don't I would change out a few cards so you can open faster if you have to. Like when playing against this build.
What mage are you playing?
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Can i still move when I'm incapacitated since i was always in range of line of sight...
No you can't move while you are incapacitated. You could cast teleport to get out of range.
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I run 3-4 knock downs in some of my solo builds for this reason
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How does Knockdown help with any of this? It incapacitates a creature until the beginning of their action phase or the end of the round, so they still get to move and/or attack you with Staff of Asyra...
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I with all honesty HATE Knockdown....I know its uses...non of which are good for me.
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I with all honesty HATE Knockdown....I know its uses...non of which are good for me.
I see darth knows :lol:
Do you want to tell them or should I?
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Tell us ^^ what is the use of it?
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Let them suffer!!!! Alright, I cant let you suffer "Too much"
An Incapacitated creature cannot take any actions, including moving,
attacking, guarding, casting spells, or counterstriking. It cannot use
any Defenses, and if a guard marker is on the creature, it is removed
immediately. A Flying creature loses the Flying trait as long as it is
Incapacitated. Any Damage Barrier on an Incapacitated creature continues
to function normally.
An Incapacitated creature cannot hinder the movement of enemies. Other
creatures may ignore an Incapacitated creature.
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Right, I know what Knockdown does, I just don't see how it helps to prevent your opponent from running away or hitting you in the face with Staff of Asyra and potentially daze/stun locking you. If you were talking about dealing with defenses, hindering, guards, counterstrikes, or flying creatures, it would have made sense to me. It just seemed an odd card choice for the context.
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Right, I know what Knockdown does, I just don't see how it helps to prevent your opponent from running away or hitting you in the face with Staff of Asyra and potentially daze/stun locking you. If you were talking about dealing with defenses, hindering, guards, counterstrikes, or flying creatures, it would have made sense to me. It just seemed an odd card choice for the context.
I believe Shadow's least favorite mage is the priestess. Stun and incapacitate are great effects which he has to get through the use of other cards such as Knockdown.
Sorry Shadow, if I misrepresented your point, again.
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While Knockdown helps with defenses, I'm unclear on how it helps with daze/stun.
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It has the same effect on your opponent, when the opposing mage daze/stuns you, you can counter with the same effect. In swarm type games not a help but in Agro/Rush or Big Creature it can be quite effective....
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But Knockdown doesn't prevent the creature from moving/acting, so the benefit is much narrower and not really very impressive against someone that's just hitting you in the face repeatedly with Staff of Asyra/Temple of Light. It helps you get past defenses, get past guards, get past a hindering creature, or get at a flyer, but it really doesn't do anything useful against solo beatdown aside from bypassing a defense.
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(http://www.cardgamedb.com/forums/uploads/mw/knockdown-core.jpg)The target creature is Incapacitated.
And quoting Darth quoting the Rulebook:
An Incapacitated creature cannot take any actions, including moving, attacking, guarding, casting spells, r counterstriking. It cannot use any Defenses, and if a guard marker is on the creature, it is removed immediately. A Flying creature loses the Flying trait as long as it is Incapacitated. Any Damage Barrier on an Incapacitated creature continues to function normally. An Incapacitated creature cannot hinder the movement of enemies. Other creatures may ignore an Incapacitated creature.
So it is very effective at disrupting timing of the opposing mage....imho...
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yes and right there next to it on the card its says "UNTIL THE BEGINING OF ITS NEXT ACTION PHASE" the incapacitate from knockdown is completely different than being stunned or incapacitated from other effects. I agree with sdougla2. I see no way that it can significantly help against the staff or Temple of Light.
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I really don't think the intention of the original statement was to indicate Knockdown would help against the SOA or TOL, at least that is not how I took it. I took it as meaning incapacitate is really good and since I don't have access to SOA or TOL I will sometimes use Knockdown instead.
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I really don't think the intention of the original statement was to indicate Knockdown would help against the SOA or TOL, at least that is not how I took it. I took it as meaning incapacitate is really good and since I don't have access to SOA or TOL I will sometimes use Knockdown instead.
That makes a lot more sense.
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I really don't think the intention of the original statement was to indicate Knockdown would help against the SOA or TOL, at least that is not how I took it. I took it as meaning incapacitate is really good and since I don't have access to SOA or TOL I will sometimes use Knockdown instead.
Well, it certainly seems that is the way sIKE sees it. Also I don't even see why it came into the duscussion. he should certainly have a few in his solo decks for the occasional Infinite defense characters and a few various other Pesky characters. It however does nothing agaisnt most other characters and especially mages for that matter.
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(http://www.cardgamedb.com/forums/uploads/mw/knockdown-core.jpg)The target creature is Incapacitated.
And quoting Darth quoting the Rulebook:
An Incapacitated creature cannot take any actions, including moving, attacking, guarding, casting spells, r counterstriking. It cannot use any Defenses, and if a guard marker is on the creature, it is removed immediately. A Flying creature loses the Flying trait as long as it is Incapacitated. Any Damage Barrier on an Incapacitated creature continues to function normally. An Incapacitated creature cannot hinder the movement of enemies. Other creatures may ignore an Incapacitated creature.
So it is very effective at disrupting timing of the opposing mage....imho...
The primary benefit of stun is the action advantage it grants. If your opponent is stunned, they can't run away/chase you except with Teleport/Force Push, they can't attack you directly, they can't summon creatures (except the Beastmaster), they can't cast full round attack spells like Chain Lightning... Those advantages are not granted by Knockdown. In a solo melee beatdown match between 2 mages, stun is incredible and Knockdown is an inefficient Falcon Precision.
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The reason for knock down in a solo build is using the quick cast does not pass priority to the other players so you can KD and take creature with defense or you can KD remove a guard and hit the other Mage. The reason behind KD stating beginning is a balance issue. IF we did not do this you could stun lock a mage. ;)
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It has it uses. I still hate it.
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any1 know how i can get rid of weak tokens ? such as those put by the gorgon archer? OR any poison markers at all, most tokens just go away on their own, but poison tokens don't . :D
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Priestess innate ability, Purify, or Healing Wand (promo card).
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Purify. Or play the priestess.
Beat me to it sdougla2!!!!!!!!!!! :angry:
:P ;) :P
:angry:
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Healing wand was a combined design from Bryan and I hope you all like it.
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Purify. Or play the priestess.
Beat me to it sdougla2!!!!!!!!!!! :angry:
:P ;) :P
:angry:
Alright, but seems like only a few ways to get rid of those and they stack. in an aprentice mode play they are impossible to get rid of.
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Weak conditions can be very strong. Different mages care about them different amounts. An Earth Wizard is typically completely indifferent to weak conditions, a Priestess finds them mildly annoying, but can easily remove them, and Beastmasters, Warlocks, Forcemasters, and Warlords immediately hunt down Gorgon Archers and tear them into bloody chunks because weak conditions are TERRIBLE for them. The other solution is to just summon more creatures/use attack spells/use direct damage.
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Just keep banishing Gorgon..