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Messages - ACG

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196
Strategy and Tactics / Re: On mana crystal effects and efficiency
« on: October 15, 2014, 04:03:03 PM »
All right, well...it doesn't look like an understanding is forthcoming here between the two sides of this debate. As much as I like arguing, and as curious as I am about the short-term benefit claim that several have made (because I still do not understand it), this is pretty much it for me here.

197
Strategy and Tactics / Re: On mana crystal effects and efficiency
« on: October 15, 2014, 01:38:16 PM »
I still would cast mana crystal if the game ended in turn 6 because of the reasons that I explained in the video. As long as it has at least paid for itself then it has given me the preferred bonus to me of higher action potential each turn. I Still beleive that because of this bonus that it pays itself off a couple turns before round 6.

This is just plain dumb.

Hey now...let's be constructive...

But DaFurryFury, I do think a more detailed explanation is in order. Because as has already been established, whatever strategy you follow with mana crystal, I can at least mimic perfectly without it (and frequently improve upon it by playing key cards earlier). Since the game ends round six, what possible strategy could you have that uses up one of your precious 12 mage actions and spreads the availability of 5 mana out over 5 rounds?

I take it that you accept that playing a crystal in a game of 5 or fewer rounds has no net benefit,  (based on your choice of the 6 round example), right?

198
Strategy and Tactics / Re: On mana crystal effects and efficiency
« on: October 15, 2014, 07:36:58 AM »
I agree that concrete examples would definitely put this discussion to rest.  I have been watching this conversation since it began struggling to find a simple viable example.  There are none.  The secondary benefit is mostly reactionary to the game tempo and there are too many possible scenarios to keep it simple.

If no scenario exists in which having a mana crystal is better than not having it within 5 turns of casting, how can the crystal be said to provide a benefit during those 5 turns? For an action to provide a benefit, it must be better than doing nothing (the status quo)

In your fictitious conjuration example, Mana Crystal is certainly better than that conjuration, but this does not mean that it is better than doing nothing in the first 5 turns after casting (A>B does not imply A>0). This is why we say that there is no benefit in the first 5 turns; it is not that the crystal does nothing, but rather that the costs of the crystal (-5 mana, -1 action) unequivocally outweigh the benefits (+1 mana per round) until the 6th round. Perhaps it might clear things up if we say that there is no net benefit to mana crystal in the first 5 rounds? Maybe this has been the point of confusion between those who think there is an early payoff and those who do not.

199
Strategy and Tactics / Re: On mana crystal effects and efficiency
« on: October 15, 2014, 01:03:21 AM »
Quote from: sIKE
I think you got my point there, however the armor is not a waste nor is the quickcast for the armor, if I get attacked in round 2 or round 5 the armor is will pay for itself (ROI) eventually. The real idea here for me, is that Actions for my mage are super precious. I could save mana to cast what I want but that cost is an action, however if I spend two of them up front to increase my channeling I will benefit immediately the next round and every round after and at some point get the mana back I spent on the crystals.

Quote from: ScaredyCat
I think most respondents to DaFurryFury's argument are focused on the wrong thing.  It is not what you could do instead of playing the Mana Crystal but rather what you can do after playing it.  It is not whether the Mana Crystal is a better play than some other card, but rather the options it now affords you to respond to your opponents actions as well as the new options it opens for you in subsequent rounds.

I still stand by my proposed test. But I don't think anybody is claiming that Mana Crystal does not give you more options in the long term. The disagreement is how long it takes to pay off. And I have yet to see a convincing argument that this time is less than 5 rounds (and some reason to think that it might be as long as 6 or 7 rounds, though that starts to require comparison of the value of actions vs mana). Put it a slightly different way (I think it has already been put in a similar way):

If you know for certain that the game will end next round, would you cast a mana crystal?
If you know for certain that the game will end in 2 rounds, would you cast a mana crystal?
If you know for certain that the game will end in 3 rounds, would you cast a mana crystal?
If you know for certain that the game will end in 4 rounds, would you cast a mana crystal?
If you know for certain that the game will end in 5 rounds, would you cast a mana crystal?

Maybe this way of framing the discussion question will help. If your answer to any of the above questions is yes, then I claim that I can come up with a better strategy (which involves casting something besides a mana crystal). If you believe that the answer to any of the above 5 questions is yes, please explain exactly why or how, even if it requires hypothesizing a particular scenario (no matter how unlikely that scenario is to occur in a real game). Give an example - proving your point doesn't even require general reasoning (i.e. you don't need to show that a mana crystal always gives an advantage), you just need to show a single instance where the mana crystal will give you an advantage within 5 rounds. Long term advantages of the mana crystal are irrelevant to this discussion. Just imagine a hypothetical scenario - any scenario; you could even posit a round limit enforced by a tournament - where the remaining time is limited to 5 rounds or fewer. What motivation do you have to cast a mana crystal rather than literally anything else?

200
Spellbook Design and Construction / Re: How to train your Priestess
« on: October 13, 2014, 06:20:42 PM »
So the idea is to use the Priestess' ability along with the amulet to offset the 2 life loss per turn? Not sure the disadvantages to this build are worth it, but if you have your heart set on it, I recommend finding space for 6 purifies. That way, if you ever find yourself lacking for a good holy incantation to cast, you can purify yourself for free to gain 1 life. Pretty wasteful of spellpoints, but that doesn't seem like a concern for this book, and it will save you mana.

I think offsetting the life loss is a waste of resources though. Far better to play Sardonyx with a dark mage and to go for the kill as quickly as possible.

201
Strategy and Tactics / Re: On mana crystal effects and efficiency
« on: October 09, 2014, 09:46:52 PM »
Thank you. Your polite tone and earnestness in arguing your case is admirable. If you need to see cards, remember that this site has an easily searchable list of cards that contains their images as well (see the bar at the top, under the "cards" tab). The reason I was able to show a unique 2 turn payoff with lair is indeed because it does a bunch more, as you say. Specifically, it gives extra actions that allow the player to do things that are impossible with mana alone.

202
Strategy and Tactics / Re: On mana crystal effects and efficiency
« on: October 09, 2014, 08:48:22 PM »
Quote
Counterexample:

With crystal:
Turn 1 (10): Crystal + Move Twice (5)
Turn 2 (16) : Dwarf (0) + enchanters ring (3)
Turn 3 (14) : Dwarf (0) + Arbitrary enchantment (2)

Without crystal:
Turn 1 (10): Enchanter's Ring + Move twice (8)
Turn 2 (18): Dwarf + Arbitrary Enchantment (6)
Turn 3 (16): Dwarf + Arbitrary Enchantment (4)

Try again.
I feel like we are spinning in circles and just coming up with examples that each mage is using less and less mana to show an advantage. So this isn't going to go anywhere because it's getting too hung up on the actual cards being cast. The point is that if a card requires payment in mana equal to that of its action potential then mana crystal, I believe, is a good choice due to it's enhanced ability to summon the larger cards faster.

On the contrary; these examples are extremely important to this discussion. I claim that anything you can do with a mana crystal, you can do better without it prior to the 5th turn after casting. You claim that there is a unique benefit to a mana crystal before the 5th turn after it is cast. Disproving my claim is simple; find a single counterexample. Show me a game state in the first 5 turns that you can achieve only with a mana crystal. Without a concrete example, your argument is not persuasive, because if there truly is an advantage to any strategy, it will be made clear in the state of the game. To prove your point, post an example to which I cannot find a counterexample.

Any good hypothesis is falsifiable. I have told you what evidence will convince me that I am wrong. If you want to discuss this on your terms, then please tell me; what evidence would convince you that the early crystal payoff hypothesis is false?

203
Strategy and Tactics / Re: On mana crystal effects and efficiency
« on: October 09, 2014, 06:16:32 PM »
Counterexample:

With crystal:
Turn 1 (10): Crystal + Move Twice (5)
Turn 2 (16) : Dwarf (0) + enchanters ring (3)
Turn 3 (14) : Dwarf (0) + Arbitrary enchantment (2)

Without crystal:
Turn 1 (10): Enchanter's Ring + Move twice (8)
Turn 2 (18): Dwarf + Arbitrary Enchantment (6)
Turn 3 (16): Dwarf + Arbitrary Enchantment (4)

Try again.

204
Strategy and Tactics / Re: On mana crystal effects and efficiency
« on: October 09, 2014, 03:43:17 PM »
You are still disregarding the fact that in the last example when you have both mages cast 4 dwarves that the mage without mana crystal used "saved mana" to summon all her dwarves where the Mage with mana crytal didn't. You have proven my point further because in that case the other mage did indeed keep pace with the mana crystal mage but had to sacrifice action potential on the first turn to do so.
As far as the value of moves are concerned, those are much trickier in converting it to value because movement is rather arbitrary in the game as a whole since the game is more about the pacing mana usage anyway. I don't concider movement as extremely relevant as moving toward the enemy might mean you can attack him but will also mean he can attack you. It's an even win-loss situation in my perception. But I don't want to get too off track here as we are talking about casting and speed of casting. I'm not trying to devalue your point of the moving because you are correct that moving does have value, but it's a separate entity that has its pros and cons as well that cannot be included into my current equation.

In the example I gave, what I showed was that the mage without the mana crystal can do everything the mage with the mana crystal can do and more. Both mages are casting the same cards on the same turn - turn 1, they both get caltrops. Turn 2, they both get a dwarf. Turn 3, they both get a dwarf. They are taking all of the exact same actions at the same time except that the non-crystal user is able to do more. No matter how you are defining action potential, if your opponent is able to play all the same cards on the same turns as you plus extra cards that you are not playing and still ends up with at least as much mana as you, they are unambiguously ahead of you - there is no aspect of the game in which you are ahead of them. It doesn't matter how you value moves, or anything else - on every turn the non-crystal player has everything the crystal player has, and more.

Look:

Unique resources
Resources common to both sides

With crystal:
Turn 1 (10): Crystal + Caltrops + Move Once (0)
Turn 2 (11) : Dwarf (0)
Turn 3 (11) : Dwarf (0)

Without crystal:
Turn 1 (10): Mangler caltrops + Move twice (5)
Turn 2 (15): Dwarf + Enchanter's Ring (2)
Turn 3 (12): Dwarf + Arbitrary Enchantment (0)

With the exception of the crystal (which has no benefit besides the channeling, and whose payoff we are evaluating), the crystal mage has literally nothing that the non-crystal mage does not have, at any point. If you want to talk about wasting action potential, notice that the crystal mage wastes 2 quickcasts that the non-crystal mage makes use of (though I still do not think this metric is well defined enough to make an analysis based on that).

When evaluating a game state, how you got there isn't relevant. If the Lord of Fire is swinging his scythe in my face, I don't care if I roll 5 damage or fifteen, if both results kill him. Similarly, it doesn't matter where mana or any other resource comes from; all that matters in evaluating the state of the game on a given turn is the sum total of the resources that each side has. Mana is mana, whether it was channeled this turn or last turn.

205
Strategy and Tactics / Re: On mana crystal effects and efficiency
« on: October 09, 2014, 01:46:47 PM »
Quote
I gave you an example that only uses the benefit of mana crystal and tried to show most situations in that it is still helpful. Your example with the lair uses multiple cards, and multiple sources of channeling. Harmonize is almost identical to mana crystal except that it can target something other than the mage. So your example did not exemplify the usefulness of lair but rather the usefulness of lair+harmonize (or even mana crystal with a similar effect)+ring of beasts. My example judges mana crystal on it's own terms. I could further the effects of mana crystal by attaching a ring or gate of voltari or anything else that in creases channeling but then I am not judging the value of a single mana crystal

My point with the Lair (of, if you prefer, with Lair + Harmonize) is that you can achieve something with that strategy that is impossible without it, namely having 4 foxes, 1 ring of beasts, and moving 4 zones by round 3. There is no other card (or combination; whether you consider the lair alone or with harmonize is irrelevant) that will allow you to do that, so we can conclude that the lair has a unique payoff by the 3rd round of play.

None of your examples with mana crystal demonstrate a unique payoff before the 6th round because it is always possible to achieve at least the same game state (ignoring the physical crystal itself) without using a mana crystal. To look at your example:

With crystal:
Turn 1 (10): Crystal + Caltrops + Move Once (0)
Turn 2 (11) : Dwarf (0)
Turn 3 (11) : Dwarf (0)

Without crystal:
Turn 1 (10): Mangler caltrops + Move twice (5)
Turn 2 (15): Dwarf + Enchanter's Ring (2)
Turn 3 (12): Dwarf + Arbitrary Enchantment (0)

At turn 3, the crystal user is 1 move, 1 enchanter's ring, and 1 enchantment behind the non-crystal user, and both have the same stored mana. There is no unique benefit to having the crystal by turn 3.

If we look at whether there is a benefit by turn 4:

Crystal
Turn 1 (10): Crystal + Caltrops + Move Once (0)
Turn 2 (11) : Dwarf (0)
Turn 3 (11) : Dwarf (0)
Turn 4 (11) : Dwarf (0)

Non-Crystal
Turn 1 (10): Mangler caltrops + Move twice (5)
Turn 2 (15): Dwarf (4)
Turn 3 (14): Dwarf (3)
Turn 4 (13): Dwarf + Enchanter's ring (0)

Both players have the same number of dwarves and mana, but the non-crystal player has 1 move and 1 enchanter's ring over the crystal player. And if we consider 5 turns:

Crystal
Turn 1 (10): Crystal + Caltrops + Move Once (0)
Turn 2 (11) : Dwarf (0)
Turn 3 (11) : Dwarf (0)
Turn 4 (11) : Dwarf (0)
Turn 5 (11) : Dwarf (0)

Non-Crystal
Turn 1 (10): Mangler caltrops + Move twice (5)
Turn 2 (15): Dwarf (4)
Turn 3 (14): Dwarf (3)
Turn 4 (13): Dwarf (2)
Turn 5 (12): Dwarf (1)

Now they have the same number of dwarves, but the non-crystal player has 1 move and 1 mana over the crystal player. By Turn 6, of course, the crystal has paid for itself, but the non-crystal player still has the advantage of 1 move.

My point is this: If, without a crystal, I can achieve everything by turn X that can be achieved with a crystal, then it is incorrect to say that the crystal provides a benefit by turn X. The examples you have given so far fail this test because in each case it is possible to achieve the same thing (and more) without needing a mana crystal. If you can show me an example where you can reach a game state that is impossible without a crystal, then I will be convinced; otherwise, I still am certain that the crystal has no net benefit until 5 turns after it is cast.

206
Strategy and Tactics / Re: On mana crystal effects and efficiency
« on: October 09, 2014, 09:18:03 AM »
First of all, your video is very clean and well put together, so kudos for that. That being said, I think you kind of shoot yourself in the foot with the examples you give. The forcemaster seems to have a better position in the video, since she has significantly more creatures, especially early on (partially due to summoning 2 per turn), even if they are slightly weaker.

Despite your explanation of mana potential, I am still very unclear on how it is measured. Sometimes, it seems to simply be the mana a mage can spend on their turn but other times - maybe I just can't wrap my mind around it. My failure to understand your metric prevents me from understanding your argument, so you would do well to explain your point in other terms.

I strongly encourage you to consider my suggestion for how to make your point more clear: demonstrate a clear example of a strategy with a payoff in the first 5 turns (where the mana crystal itself is not included in that payoff) that absolutely requires mana crystal (or an equivalent spell like mana flower) to work. To give you an example, here is a strategy that proves that the Lair has a unique payoff at most 2 turns after it is cast:

Beastmaster:
Turn 1 (19) : Lair + Ring of Beasts + <Move Mage> (2)
Turn 2 (11+2) : Fox + Fox + <Move mage> + Harmonize Lair (0)
Turn 3 (9+3) : Fox + Fox + <Double Move Mage> (3)

Now your mage has 4 foxes and a ring of beasts on turn 3 and has moved 4 zones. This is impossible to achieve with any other strategy - if you do not cast the lair, you can only summon 1 fox per turn if you are moving. This means that Lair has a unique advantage over the status quo 2 turns after it is cast, since it allows you to achieve a combination of resources (excluding the lair itself) that are impossible without it. The closest you could get is Teleporting twice:

Turn 1 (19) : Fox + Teleport twice ( 8 )
Turn 2 (17) : Fox + Teleport twice (6)
Turn 3 (15) : Fox + Fox (5)

You have 2 more mana, but you don't have the ring of beasts (or harmonize, though that is attached to the lair so it is difficult to account for it precisely) (also, you just used up 8 spellpoints worth of teleports, which seems a little wasteful...), so the lair strategy still has a unique advantage over this. (Note that this is not claiming that the lair has paid for itself, merely that you can do something with the lair by turn 3 that you cannot do by turn 3 without it) In other words, I am not asking you to show that the strategy you demonstrate with the mana crystal is superior to similar strategies, just that it provides a combination of resources (excluding the crystal from the list of resources, of course) by turn X that is impossible to achieve any other way. I think this is a fair test of whether the mana crystal really does have any advantage over the status quo before turn 6, and (more importantly) one that can be easily understood by everybody.

207
Strategy and Tactics / Re: On mana crystal effects and efficiency
« on: October 07, 2014, 12:19:33 PM »
All models aside, I think the way that Mortuss explains it makes the most sense:

Lets take the turn 4 as an example again. The player with crystals could have invested up to 46 mana into threats so far, while the player without crystals could have invested 50 mana into threats. I think its obvious that 50 mana can buy bigger threats than 46 mana.

The amount of mana a player can spend makes more intuitive sense to me as a resource metric than the amount they can channel, even if the two are equivalent. Devoting 5 mana (and a quick action) to a mana crystal means you have 5 less mana and 1 fewer action to spend on other spells. The crystal player is 5 mana behind on the turn that they play the crystal, 4 mana behind on the next turn, and so forth. The mana crystal is easy to take into account because it only has one significant impact on gameplay, which is the channeling boost. And there is simply no way to deny that until 5 channeling phases have passed since the casting of the crystal, the non-crystal player is able to spend more mana than the crystal player, and has an extra quick action to do so.

DaFurryFury, I'm afraid I don't understand your logic or this idea of action potential. Mage Wars has 4 resources - cards, actions, mana, and life/damage. Mana crystal decreases your mana and repays its cost over the next 5 turns. It also consumes 1 action. It has no other benefits. In terms of economics, resources now are worth more than resources in the future, so it arguably takes even longer than 5 turns to pay back.

I think if you want to make your point, you will need to provide an example of something that you can do with a mana crystal (within the first 5 turns of casting) that you could not do had you not cast the crystal, because it has already been pointed out that there are things you can do without the crystal that you cannot do with it. If you cannot find an example, it means that during the first 5 turns, not casting a crystal is better, since the options it provides encompass all the options the crystal provides and more. You need such a counterexample to make your point convincing.

208
Mages / Re: Who's the hardest Mage to get right?
« on: September 17, 2014, 01:52:02 PM »
I cannot tell you how cool her burst thorns incantation is. If you are deploying 3 vines a turn the range on that attack is incredible.

I too love the druid. Minor note: the range on burst of thorns is always 0-2; it cannot be extended using vine markers, as it is not a spell with the vine subtype. Still a good spell, though.

209
Thing is, total mana lost is equivalent to mana deprivation on a turn by turn basis because mana can be stockpiled.

To illustrate this, consider the total mana of a 10 channelling wizard (A) vs. a 10 channeling wizard (B) over the course of 12 turns, assuming they start at 10 mana before turn 1 (and so immediately channel). On turn 1, A will cast a Mana siphon:

A:
(20) -> (Casts Mana Siphon: -12 Mana) -> ( 8 )
(18)
(28)
(38)
(48)

(58)
(68)
(78)
(88)
(98)

(108)
(118)

B:
(20) -> (Hit with Mana Siphon: -2 channeling)
(28)
(36)
(44)
(52)

(60)
(68)
(76)
(84)
(92)

(100)
(108)

As you can see, by round 7 Wizard A has caught up to Wizard B, and thereafter has a mana advantage. Now Suppose Wizard A casts 2 walls (we'll assume he uses 2 different actions to do this, to save mana, and uses walls costing 5 mana each):

A:
(20) -> (Casts Mana Siphon + Wall: -17 Mana) -> ( 3 )
(13) -> (Casts Wall: -5 Mana) -> ( 8 )
(18)
(28)
(38)

(48)
(58)
(68)
(78)
(88)

(98)
(108)

Here, the wizard has not caught up until the 12th round; up until that point, the drained wizard has more mana.

In what circumstances would having less mana on a per-turn basis be a disadvantage in of itself? The only one I can think if is if your opponent is going for a mana deprivation strategy, complete with power drain, in which case you cannot stockpile mana. Of course, the correct response in that case is to spend all of your mana every turn as quickly as possible until you find a way to protect yourself against the mana deprivation, so I don't think it inconveniences you much even then.

Now, if there is a place you want to put a wall and you decide to put a mana siphon there, all well and good. But placing a wall for the sole purpose of protecting the mana siphon is a waste of mana.

Think of a mana siphon like a mana flower/crystal - you would never use a wall to protect one of those, right? (the mana siphon takes 1 more turn to pay off, but gives you a relative advantage of 2 more mana per turn, so it is like a better version of the mana flower/crystal)

Also, being incorporeal, siphons are relatively sturdy. It would take a concerted effort (or a couple quickcast Arcane Zaps...) to take one out, which would give you a tempo advantage. Why discourage your opponent from attacking it?

Personally, I never use mana siphons. Essence Drain on an important creature is much cheaper (pays off in 3 turns) and has more or less the same effect.

210
Custom Cards / Re: Prophet Mini-Expansion (printable)
« on: September 02, 2014, 08:00:46 PM »
Thanks for your feedback! Some replies:

Xof: I feel like he should be an living illusion(rather than a "sees the future" type creature; otherwise he would  protect himself when he knows an attack is coming rather than gaining attack. knowing you arent getting attacked should make you ), who gets more powerful the more attention you give him. Based on that, I would make him a mind spell, and gain the illusion subtype(but meh, you can throw that out).

Card text could be cleaned up a bit, so i did that. I altered his function slightly to make wording easier. Yes, I hurt him by making him invisible, so you cant give him enchantments or such, but invisible is an easy to understand condition. Note that he doesn't lose invisible by attacking unlike [mwcard=FWC08]Invisible Stalker[/mwcard]. Yes, Vigilant may have some unintended effects, and it can give him 2 counterattacks a turn.

---- (this took me like 10 mins;I worry what the upcoming "true sight" paladin will do to this wording.)
Xof
Has Invisible Trait, Vigilant trait, and a 4 dice melee attack.
Xof has melee-2 while invisible. During the upkeep phase, an opponent may give him a visible marker.
"I've heard of animals feeding on attention, but this is something else..."
----

That does make the text considerably more concise, and accomplishes more or less the same effect. But as you say, there may be some unintended consequences if cards that interact with the Invisible trait come out (vigilant is fine; it makes a lot of sense for this creature). Thematically, it is not invisible, just prescient of coming danger, so I don't know if I want to give it the invisible trait (for similar reasons, one should be hesitant to call on teleport when doing something that is definitely not a teleport, which is why my Tentacle of the Kraken is worded the way it is).

The reason he gains melee when an attack is coming isn't so much a thematic concern (although you can certainly justify it with the Xof becoming aggressive), but rather to stop the opponent from simply placing a Warning marker every turn, which would defeat the point of the card. Since warning the Xof makes it stronger, your opponent is only likely to do it right before an attack.

Also note that the Xof is currently only warned against attacks, whereas Invisible would warn it against everything.

As far as being a living illusion - well, that is theme. I personally prefer to reserve illusion status for creatures like the Illusory Tormentor, where the unreality of it is reflected in its attacks as well as its intangibility.

Voltaric rift: make it block line of sight? it seems all sight-blocky from the picture, but that would require making it cost more than wall of fog...

I considered blocking LOS, but as you say, it would increase the cost. Think of it as a rift on the ground, that you can step across or into. If it's too expensive, it won't be used, so I can't really allow much overlap with fog bank.


Voltaric beacon: I worry that someone could spam Voltaric Beacons to make a telepit strategy impossible. Or they could use it to retreat back across the board too easily.

Seems to me that Voltaric beacon should destroy itself at the end of the round like Brace Yourself. I assume it means "when subject to a teleport effect" so that this enchantment can prevent a [mwcard=MW1I01]Banish[/mwcard]. seems too strong if a facedown enchantment across the board can block a banish. Here comes another rewording from me:
--------
Voltaric Beacon
Unique, Arcane 1
2 mana to cast. 2 mana to reveal.

The following applies to any friendly creature within 2 zones: Counter any teleport spell or effect which targets or teleports this creature.  If a spell or effect is countered this way, teleport this creature to Voltaric Beacon's zone. Destroy Voltaric beacon at the end of the round.
-------

But I would make it work similarly to [mwcard=MWSTX2FFJ06]Rolling Fog[/mwcard] in how it functions.
--------
Voltaric Beacon 2
Epic, Arcane 2 Conjuration
7 mana. Incorporeal, Indestructible, Dissipate 3
teleport subtype.

Counter every other teleport spell and effect in the arena. Any creature targeted by a teleport spell or effect is teleported to this zone unless its controller pays 2 mana.

The primary reason I created Voltaric Beacon was to counter telepit strategies. The problem is, simply making an object immune to teleport is only useful if your opponent uses teleport, so the card is wasted otherwise, hence the dual use (to retreat, as you say). I think your point about it destroying itself is a good one; I may just add that in. I prefer not to go the Epic route, since as a counter or escape spell it works best as a surprise. I don't think it should have a maximum range, though.

Magisbane Lily: I am concerned that the Magisbane lily is too awesome. Seems to me that it should be similarly priced(in mana and spellpoints) to [mwcard=DNJ02]Corrosive Orchid[/mwcard] since it has a similar effect.

Well, in general the consensus seems to be that equipment is stronger than enchantments; it is harder to remove and is not subject to mass removal. The Magisbane Lily will allow you to remove 1 enchantment (and only once), whereas the Corrosive Orchid removes 1 piece of equipment, so if you accept that equipment is more valuable, I think the lower cost (in mana and level) is justified. Note also, that its attack is less useful; the Orchid can potentially strip away armor, whereas the lily just has the chance to drain mana.

The reason I created it was to give the Warlord a more reasonably priced dispel option (also, I love conjurations with attacks). The only potential problem might be the level (6 cheap conjurations with attacks could be quite powerful), but as it stands I am not terribly worried. If you test it and find otherwise, let me know.



Regarding card counts, my main concern was to fill the sheets evenly so as not to waste space. I considered putting 2 Lazy apprentices, but it would have necessitated another sheet. I might need to review how many of each I put in, but I am more concerned about how the cards play than the distribution.


If you print these out and try them (any of them), I would love to hear a battle report. Unfortunately, I have been too busy lately to do much design, so it may be a while before I update these.

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