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Events / Re: The Arcane Duels League
« on: April 24, 2019, 11:41:53 AM »
There is no clarification on how the Embalmed will work in the tournament. The most important ruling is of course how it interacts with eternal servant.
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3. I'd like to know if a MW format of 60 SBP's instead of 120 SBP's would improve the game.If we were to have a simpler format I think i would prefer pre-built spellbooks rahter than building them with 60 points. This way they could have very simple strategies, be thematic and also we could build them to play well vs eachother. For example the Arraxian crown warlock could have a book with 60 points worth of curses and only the wizard would have any enchantment removal. That could be balanced since nobody would run cards like force crush and against other mages the warlock would also lack good anwsers.
This would make new entries easier imo - less new cards to digest at the outset.
Spellbooks would likely be much more focused on a certain strategy and less cookie cutter.
Games could be finished much faster, allowing you to play more games in the same time span and potentially opening the door to a real (Swiss) tournament format that can be played in 1 day without putting time restrictions on the games.
I have personally always felt that 120 SBP's were too much because nearly every book has counters to almost every possible threat. Make books focus more on their strategy by taking away all those bonus SBP's and hoser cards and you might be surprised how entertaining the format could be with all kinds of different strategies clashing with each other and not with a hoser card.
I promised a new scoring format and here it is. At Gen Con and Gen Con only this year matches that go to time are considered TIES. Not wins. Kill the other mage.
Will post more details when I have a better connection.
Time doesn't seem to fit the mind school. Probably better to leave it at arcane, or perhaps arcane plus water? Also, the time travel mechanics are kind of messy. Also, a quick action quadruple strike? That's a lot of strikes for only the cost of one quick action.When it comes the training arcane + mind just felt natural to me, i have no arguments why but it is probably because both our pictures of what the mage looks are different. Arcane only makes more sense though.
Personally, if I were to make a time mage, it would be more about changing how things move in relation to time. Make things faster or slower, use pseudo restraining effects (frozen in time) or pseudo-teleporting effects (moving so fast it's like everything else stands still) and maybe some kind of undo ability which has severe restrictions on it (like only being usable one or two times per game.)
Of course, irl time as we know it doesn't really exist, it's just another spatial dimension. In fact, you can even construct a map of four dimensional space inside your head just like 3d space. A growing or shrinking sphere, seen from a different angle, is a cone with a rounded tip and a rounded base. A sphere that is moving forwards in a straight line, seen from a different angle, is a cylinder with rounded ends. Etc.
And if you're treating time as just another spatial dimension, time-related abilities could be more fitting for a sorcerer, since it's been said that that mage will be focused on portal magic and teleporting and stuff like that.
Yeah i think you right it would probably need to cost around 12 mana (3 dissipates=2 activatons= roughly 10 dice with piercing) or more. And should have limited uses (like 2 or 3 tokens) so that one dosen't have infinite damage in the spellbook.Dragon's call
If you have prepared a creature with the dragon subtype. You may pay 8 mana instead of the normal casting cost and place 3 dissipate tokens on it after it has been summoned. If that creature is still alive when the last dissipate token is removed place the card back into your spellbook and not the discard pile.
Totally OP!
Yeah i'm not to happy with the block ability either. I'll change it so you spend the action before, (called Anticipation) only works vs melee and change the mana costs to 3 and 2 for minor. Now opponents can attack other things when you try to dodge but it still serves a purpose to protect the mage. Also now it feels like it will not be broken either against swarm nor solo mages.MonkHuh. Reusable block ability seems kind of clunky. I would say you should make it cost 2 Mana as well, but I'm not entirely sure. if you want a holy/mind mage it's probably going to be REALLY tanky. All those defenses and healing and protection. You need some way to balance that.
32 life chanel 10
Traning: holy level 2 and mind level 2. War and dark spells cost tripple.
Peaceful mind.
During each upkeep phase you gain one aura token for every 10 mana in your supply. At the end of each round all aura tokes get discarded. When you have priority however you may spend any number of them to: gain 1 mana for each you spent, +1 melee until the end of the round or heal 1 damage.
Anticipation.
When an enemy attacks your mage you can spend mana equal to the attackers level and flip your mages action marker to dodge the attack.
Basic attack: quick, melee, 2 dice 7+ daze.
Edit: NVM I see the mage is only trained in minor spells. It will probably have to get up close to attack the enemy or spend more spell points on a bigger creature or bigger attack spells. Maybe it would work as is?
Edit 2: what about mind's eye and thoughtspores? It seems like this mage would be much better at using them than the forcemaster.
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