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Messages - Arkdeniz

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196
Player Feedback and Suggestions / Re: How to make Mage Wars faster
« on: January 17, 2018, 08:57:39 PM »
@FevilsVendetta

That list was not meant to be definitive, or indeed necessarily practical. Just a brain dump of thoughts that struck me at the time.

I guess the thinking about enchantments was basically that they add a level of complication, thinking and ‘surprise!’ moments that can serve to extend the game. But it probably isnot practical.

As far as the OP goes, you might as well play Academy as start Arena in adjacent zones.

197
Player Feedback and Suggestions / Re: How to make Mage Wars faster
« on: January 17, 2018, 03:13:17 PM »
Faster game?

Change the rules in your own Arena.

For instance, any or all of:
Enter the Arena with 3 rounds worth of static and personal spells already cast - step in already with some equipment and enchantments, with your familiar.
Have a hard limit on the number of creatures allowed in a spellbook.
Outlaw enchantments.
Reduce alll mage starting life by 25%
Start closer together.
Have a turn limit. If nobody wins by then the crowd boos and you both get the thumbs down from the emperor.
Use chess clocks for the planning phase.

There are all sorts of options. Try some and see how it goes.

198
Reepacheep!

Sorry, I mean Eeker!

He’s just so cute.

But +1 on Hidden Tunnels, and I’ll add the Bloodwave Greatbow, The Wolverine and the manticore. Just to bring us foreigners a bit closer to up to speed.

Once those other promos are done, I think another sequoiah would be good, and if they can get it working, Greater Invisibility.

199
General Questions / Re: Cassiel, Shield of Bim-Shella and Eye for an Eye
« on: January 17, 2018, 02:05:31 PM »
Woot!

200
General Questions / Re: Cassiel, Shield of Bim-Shella and Eye for an Eye
« on: January 17, 2018, 04:47:00 AM »
Cassiel can only cast Healing and Protection spells. Eye for an Eye is neither of those (it is a Retribution spell), so the question is moot - she cannot cast it.

However, had EfaE been a Protection spell (for example), there would have been no reason why she could not cast it. Only spells listed as "Magecast" are mage-only and forbidden to Familiars.

The 'Holy Mage Only' note merely indicates that the spell cannot be included in the spellbook of a non-Holy mage.

201
Spellbook Design and Construction / Re: Don't Give A Trunk Give Two
« on: January 16, 2018, 05:44:24 AM »
I will say this. Do not underestimate tanglevine. Much less force hold. A tanglevine will guarentee a single reaction probably 2 even from that many dice. Even as a pet it only rolls 6 dice against that vine and if you have to attack it twice it was already worth it.  They are mean for sure but they are slow and can't trample and attack without becoming fast.

You're forgetting the +2 the tusked one has against corporeal conjurations, so a 50:50 chance for a pet elephant on 8 dice to take a tanglevine in one go.

I really think the same strat might shine in a new light if you did it wth a warlock or a necromancer. Hear me out, thats a crazy high mana cost right? But if you rise again or reanimate it its only half cost. So even if you do eventually get both out at once you could potentially get 4X the use out of em. Still not sold? Well how about this! Once they are zombies, Zombie frenzy applies! So what? Not with it you say? Well zombie frenzy is currently the only way i know of to REMOVE the slow trait and replace it with fast. So now your zombie elephants are faster, and meaner than they ever were before and they can sprint the full 2 zones and attack for more dice. Possibly trampling an uninjured creature on the way. I know its rediculous, but damn that would be priceless.

But I love this. It is the sort of thing only a mad scientist would think of.

[Stands and applauds]

202
Spellbook Design and Construction / Re: The Creepy Crawly Forest Druid
« on: January 15, 2018, 06:08:18 PM »
Take two of the book.

Actions will be the main issue. A lot of creatures that all want a full round cast to deploy. Possibly too many. The snakes and birds might not get a lot of play for this reason.

Basic plan remains the same: catch the opponent in the garden and taint/egg their creatures. Vines to hinder the enemy and enable the druid to move freely away from dangers. 

Start probably looks like this:

Turn one: standard vine tree/seedling pod start.
Turn two: start spreading the vines, spider/flower.
Turn three: amulet/flower

[spellbook]
[spellbookheader]
[spellbookname]Druid[/spellbookname]
[mage]A Druid Spellbook[/mage]
[mage]built by http://www.spellbookbuilder.com[/mage]
[/spellbookheader]
[spells]
[spellclass]Equipment[/spellclass]
[mwcard=lg1]1 x Chitin Armor[/mwcard]
[mwcard=DNQ04]1 x Druid's Leaf Ring[/mwcard]
[mwcard=MWSTX1CKQ06]1 x Eagleclaw Boots[/mwcard]
[mwcard=MWSTX1CKQ01]1 x Sunfire Amulet[/mwcard]
[mwcard=DNQ08]1 x Vinewhip Staff[/mwcard]
[mwcard=lg14]1 x Waterfall Cloak[/mwcard]
[mwcard=MWA01Q10]1 x Wychwood Ironvine[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=DNJ02]2 x Corrosive Orchid[/mwcard]
[mwcard=MW1J13]2 x Mana Flower[/mwcard]
[mwcard=MWBG1J04]1 x Raincloud[/mwcard]
[mwcard=DNJ08]1 x Seedling Pod[/mwcard]
[mwcard=DNJ10]2 x Stranglevine[/mwcard]
[mwcard=MW1J22]6 x Tanglevine[/mwcard]
[mwcard=DNJ12]1 x Vine Tree[/mwcard]
[mwcard=MW1W04]2 x Wall of Thorns[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=MWA01C04]2 x Darkfenne Asp[/mwcard]
[mwcard=MW1C13]1 x Fellella, Pixie Familiar[/mwcard]
[mwcard=MWSTX1CKC09]2 x Giant Wolf Spider[/mwcard]
[mwcard=DNC05]2 x Ichthellid[/mwcard]
[mwcard=DNC06]1 x Kralathor, The Devourer[/mwcard]
[mwcard=MW1C35]1 x Stonegaze Basilisk[/mwcard]
[mwcard=awl18]1 x Straywood Scout[/mwcard]
[mwcard=DNC17]1 x Tataree[/mwcard]
[mwcard=DNC21]2 x Thornlasher[/mwcard]
[mwcard=MW1C37]2 x Thunderift Falcon[/mwcard]
[mwcard=DNC20]2 x Vine Snapper[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=DNE01]1 x Barkskin[/mwcard]
[mwcard=MW1E01]2 x Bear Strength[/mwcard]
[mwcard=MW1E10]1 x Decoy[/mwcard]
[mwcard=MWSTX1CKE02]1 x Divine Might[/mwcard]
[mwcard=FWE03]1 x Falcon Precision[/mwcard]
[mwcard=FWE04]1 x Force Crush[/mwcard]
[mwcard=MWA01E07]2 x Gator Toughness[/mwcard]
[mwcard=MW1E29]2 x Nullify[/mwcard]
[mwcard=MW1E36]1 x Rhino Hide[/mwcard]
[mwcard=MWSTX2FFE07]1 x Rust[/mwcard]
[mwcard=MWA01E16]1 x Wolf Fury[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=DNI02]6 x Burst of Thorns[/mwcard]
[mwcard=MW1I06]2 x Dispel[/mwcard]
[mwcard=MW1I07]2 x Dissolve[/mwcard]
[mwcard=MW1I17]2 x Minor Heal[/mwcard]
[mwcard=MW1I24]1 x Seeking Dispel[/mwcard]
[spellclass]Attack[/spellclass]
[mwcard=MWSTX1CKA01]2 x Surging Wave[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

203
Spellbook Design and Construction / Re: Don't Give A Trunk Give Two
« on: January 15, 2018, 03:59:42 PM »
If the opponent doesn't get rid of the Cheetah Speeds two Titanodons is just plain nasty, and that is without even thinking about adding Lion Savagery or Bear Strength on top.

204
Rules Discussion / Re: Joseph Trublood - Healing
« on: January 15, 2018, 05:17:03 AM »
Yes, you are right. It is a special ability, not an Attack. So no, I reverse my earlier assertion. No Ranged +X for Joseph’s healing power.

Core rules, p.11, second column.

205
Rules Discussion / Re: Joseph Trublood - Healing
« on: January 14, 2018, 11:12:35 PM »
I would say yes. Healing Light is still a Ranged Attack, even if the damage it does is Healing, and so does take advantage of Ranged +X modifiers.

It contrasts with the healing attack option of the Resplendent Bow, which explicitly states that its healing attack is always only two dice strong, regardless of any Ranged +X modifiers the Bow’s damaging attack option may have.

206
Spellbook Design and Construction / Re: Heavy Metal Priestess
« on: January 14, 2018, 01:46:12 AM »
My paladin for example can have a fully healed ehren, cassiel, knight of westlock, angel, and a buffed mage by turn 6. Except that as long as my temple is alive I will always have action advantage.

Presumably you have thrown a Harmonise down on the Temple to do that. If not, the Temple will not give you an action advantage since you'll have to use a Cleric's action to allow the Temple's action.

I think I'm with Obsidian on this one.

A Double Crystal turn 1, followed by hard cast every turn would give 5 fairly beefy creatures during turn 6 (let's say a pair of Knights of Westlock, a temple high guard, a guardian angel and a highland unicorn), with a few mana spare for a couple of little pieces of equipment or enchantments on the mage or the creatures.

I would have one more creature than you, and I'd wager the above set of five(+mage) against your suggested four(+mage) most days of the week.

Additionally, if you spend some of that spare change mana on a push or teleport, the mobile spawn point that is the Mage moves as well, whereas the temple is static. So my creatures are possibly better placed than yours.

All theoretical, of course, but I have always found the Temple of Asyra to be quite a weak spawnpoint due to the costs involved (in actions and mana) to get it working effectively.
 

207
Strategy and Tactics / Re: Call to all MW players...Tools of the Trade
« on: January 11, 2018, 09:16:31 PM »
Six Orc Butchers?

Surely not. Four and some other things, surely.

Still, nice move. Your opponent’s ridiculous level of turtling deserved nothing less.

208
General Discussion / Re: Vampire Necromancer or Vampire Warlock?
« on: January 11, 2018, 01:03:00 AM »
Maybe I am just old school, but I have always wondered why the vampires (Necropian or Narakan) were never listed as Undead.

Always thought that would be perfect for the Necromancer, to give him another option than skellies or zombies.

As it stands, they do sit between camps, belonging to neither Warlock nor Necro. Which is a shame - they are good creatures.

209
Spells / Re: favorite equipment
« on: January 02, 2018, 01:40:12 PM »
After much thinking, I have to say the Sunfire Amulet. It is in a lot of my books. Even the Dark mages often have them. I just find that the extra life every turn just adds that little bit more pressure on the enemy

210
General Discussion / Re: What is your favorite mage and why?
« on: December 29, 2017, 07:02:20 PM »
He is - technically. But I (and most I discuss it with) count him as a 10 Channelling mage because he always gets a +1 channelling (in addition to the benefits of the tree) on turn 1. He feels and behaves as a 10 Channeller, and rather than having the 1 action, 6 mana disadvantage of other 9 channellers, he just has a 1 mana disadvantage - that's close enough.

I haven't really looked too closely (he says!), but I am pretty sure it is a female figure under that little viney costume. 

Favourite mage for me is still the AC Warlock. It is not my strongest suit (that would be necro or wizard) but I do like what he does, and I always feel happy losing with him so long as I get at least one 9 dice melee attack in.

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