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Messages - Sailor Vulcan

Pages: 1 ... 6 7 [8] 9 10 ... 210
106
Spells / Re: Second Chance vs Rise Again question
« on: April 02, 2018, 02:24:13 PM »
But rise again isn't an academy spell ...

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107
General Discussion / Re: It´s 2018 -- Any news?
« on: March 30, 2018, 08:55:11 PM »
Personally I think it's good that arcane wonders has put traits on core set cards that will become relevant to the game years later. It means that the core set will last longer in the metagame. To be honest I wouldn't be surprised if a significant number of core set cards are still competitive in a decade or two or more.

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108
Events / Re: Origins 2018
« on: March 29, 2018, 07:29:18 PM »
Also, Origins is now a day longer than it used to be. It's 5 days instead of 4. I'm thinking I'll host some kind of Academy event if anyone's interested. It depends on how many participants I get. It would probably just be a casual round robin tournament. I don't know what I should get for prize support though since I have limited funds...

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109
Mages / Re: Araxian Crown Warlock
« on: March 25, 2018, 10:35:09 AM »
You can win a tournament with any mage. That's not just an opinion, it's a fact. Some mages are just more difficult to learn how to play well than others. For instance, it took at least a year after conquest of Kumanjaro came out before people started to figure out how to use them well. And before that everyone assumed they were just weak mages.

Personally it took me forever to realize that the priest before forged in fire usually needed a battle forge or a cheaper holy avenger to work right.

Anyone who claims that some mages are not tournament viable lacks experience in this game. This isn't magic the gathering folks. A mage is not a single deck archetype. And we got a good spell point system here, so anything that would in another game unbalance play unbalances deck construction instead.

By the way notice I said experience rather than skill. You can be playing this game for years and still kinda suck at it sometimes, but still understand it well enough to realize that Arraxian crown warlock is plenty viable and to claim otherwise is just silly.

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110
Alternative Play / 2v2 academy v2
« on: March 13, 2018, 04:14:00 PM »
Two teams of two mages. Two zones with an indestructible wall between them that blocks passage and line of sight. Each team has a single shared life total equal to their members' starting life totals added together minus 20.

Teammates share initiative and priority (this also means they take actions simultaneously).

Everything else is same as regular academy.

In summary, this variant is basically just playing two 1v1 academy matches at same time, except with shared life between teammates.

Enjoy!

111
Alternative Play / Academy 2v2 version 1
« on: March 13, 2018, 04:06:47 PM »
Two teams of two mages. Two zones with an indestructible wall between them that blocks passage and line of sight. Each team has a single shared life total equal to their members' starting life totals added together minus 20.

Teammates share initiative and priority (this also means they take actions simultaneously).

Everything else is same as regular academy.

Enjoy!

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112
Alternative Play / Academy 2v2 version 1
« on: March 13, 2018, 04:06:29 PM »
Two teams of two mages. Two zones with an indestructible wall between them that blocks passage and line of sight. Each team has a single shared life total equal to their members' starting life totals added together minus 20.

Teammates share initiative and priority (this also means they take actions simultaneously).

Everything else is same as regular academy.

Enjoy!

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113
General Discussion / Re: It´s 2018 -- Any news?
« on: March 11, 2018, 01:10:32 PM »
Since when is unplayable not a word?

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114
General Discussion / Re: It´s 2018 -- Any news?
« on: March 09, 2018, 04:51:03 PM »
I think the main issue is just not enough new content in general. From what I understand, a lot of games if not most games don't get translated past the first set or so in other countries. It's sad because mage wars has so much potential  for a real global metagame offline. But it seems like only the biggest most popular games are successful enough for that, and mage wars as awesome as it is can't really compete with giants like mtg.

This game is largely community-driven. The fan base are a large part of what have brought this game to life. Remember Arcane wonders has never had more than 5 people total in it, and now they only have 3. The fact that they're able to make this game and keep making this game as awesome as it is is a big accomplishment.

If you would like to keep the game going in your own countries without using the English versions, talk to Arcane wonders about if they would let you continue to translate it yourself. I know it's a lot of work but someone's going to have to do it if they want it to get done.

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115
General Discussion / Re: Online screen names
« on: March 07, 2018, 11:44:58 AM »
Um, I can send you a pm with that if you like. Pretty much everyone here gets to know all of my usernames at least the ones they need to know eventually. I just like to have a little bit of privacy so that anyone who doesn't play mage wars and stumbled upon this site by accident can't dox me *that* easily.

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116
Events / Re: ADMW Open 2 - An Open Online Mage Wars Tournament
« on: February 25, 2018, 06:58:21 PM »
*global meta*... I strongly suspect that silverclaw's *local* playgroup is even bigger and/or more active than the OCTGN one. The OCTGN mage wars community may be more distributed geographically but that doesn't necessarily make it bigger.

I would guesstimate that he has maybe around at least a 1/10 chance of winning the tournament if he gets in. Considering how many great players we have on OCTGN, these might be the best relative odds any one player could get. Seriously, those North Carolina players are tough.

Sometimes it feels like a LOT of the best mage wars players are either from Germany or North Carolina, haha.

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117
Rules Discussion / Re: intercept akiro's hammer
« on: February 25, 2018, 05:22:56 PM »
Not quite. Walls only prevent attacks in one direction. And walls do not necessarily disappear after being attacked once. Unlike the guard markers of intercepting creatures.

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118
Rules Discussion / Re: commander's cape
« on: February 25, 2018, 05:20:03 PM »
Correct me if I'm wrong but didn't they originally have traits that affect Spellbook building like epic and novice a different color than other traits? Gray instead of black? Why not do the same thing here with Izimbilla's subtype effect?

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119
General Discussion / Re: Mage Wars on OCTGN
« on: February 25, 2018, 05:10:39 PM »
The updated card images are always in the alternative play section of the forums. Setting up octgn itself is always the same otherwise. If the new version doesn't automatically download and begin installation process when you open the app, go to the website at octgn.net and download the installer from there.

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120
I don't use them.  The benefit is that if you are incapacitated they still function.  The detriment is it gives more reasons to purge you and there's always the chance that it just fails.  I don't like actually using defenses.  I like that defenses make my opponent think twice about lobbing that boulder at me.
I think the real issue with mage defenses is that you have to use a quick action to put each one on, and each one only stops one attack. So they're good if opponent has only a few creatures, but if they're swarming then mage defenses are not as useful. I might consider using force orb to deal with acid ball or boulder after they surging wave you, but that's kind of a niche use for force orb.

Also, now that Forcemaster has symbiotic orb, she doesn't need to use other defenses against melee attacks most of the time, not unless she really needs to save mana or dissipate tokens.

That being said, there are some other corporeal creatures that would really benefit from a defense unaffected by conditions like daze stun or incapacitated. For instance, anything with a weakness to lightning. Like Brogan Bloodstone.



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