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Messages - ACG

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331
Alternative Play / Re: Mage Wars Portability Project
« on: January 22, 2014, 05:53:54 AM »
Update: Just added information and a link about miniature damage/mana dials as a replacement for damage/mana tokens.

332
Creative / Mini Damage/Mana dials
« on: January 22, 2014, 05:47:27 AM »
Mana and damage counters are aesthetically appealing, but can be tedious to place at times, especially when you run low on them. As an alternative, consider these:

These dials function in the same way as mana/damage counters, but require only one token per card (2 if the card has channeling). They retain their position through magnetic attraction to a paper clip attached to the card. The magnetic attraction is sufficient to prevent the dial from slipping (it won't shift even if the dice strike it while rolling), while still being easy for the player to adjust. Observe this dial retaining its position even when vertical:

The paper clip does cause the card to project above the table slightly, but this is not necessarily a bad this (easier to pick it up, for instance). The current damage or mana can be read off the number below the bar of the paper clip (or the number that is oriented in the same direction as the text on the card). When there is no damage or mana, simply remove the dial entirely.

For those interested in making their own, a pdf template for the dials is attached. The magnets that I used are 1/2 inch (12mm) diameter ceramic disc magnets from The Magnet Source [item 07002], available at pretty much any Ace Hardware store at a very reasonable price ($3-4 for a pack of 10, generally). Any reasonably strong magnet will work, though I prefer ceramic magnets over neodymium because of price. Any type of paper clip (assuming it is made of metal) will probably work. You can mount the dials on cardstock, construction paper, or even just regular printer paper; the dials do not need to be very sturdy, although they feel nicer when they are.

333
Spellbook Design and Construction / Re: Defensive Force!
« on: January 19, 2014, 05:42:02 AM »
They stack.

334
It also gets around Nullify (so nothing your opponent can do unless they brought along Mind Shield, which most players overlook) and costs one less spellbook point than Sleep does for a Druid. For what it does, that's cheap. Plus it combos well with Thornlasher, even after the Mist ability is used.

Actually, even mind shield will not protect against Poison Sleep Mist. Mind Shield only works against psychic spells and attacks, and using the mist token is not either of those.

335
Thx for all the feedback.

@ sdougla2:

By my count, you only have 8 cards that Vine Tree can cast. For a mage that can excel at attrition like the Druid, I would generally want more things for my Spawnpoint to cast. You also don't have many creatures for a creature Spawnpoint build (particularly ones you can cast from that Spawnpoint).
As mana is limited I like to let the VTree collect some mana for 3-4 turns, so I don't need many vines. Also, imho there aren't that many good vines atm.

There isn't much point in letting mana collect - that's just wasting the actions the vine tree gives you. Better to cast lots of cheap vine spells at every opportunity. If you can't decide what to cast on a particular turn, you can always just cast a seedling pod.

Also, nearly every vine spell is very good, and thornlasher is amazing.

Vine Snapper - extremely cheap for the punch that it packs.
Raptor Vine - very strong
Thornlasher - see comments below
Tanglevine - has always been very useful for retraining important creatures
Bloodspine Wall - fantastic for the Druid, since it doesn't block LOS
Orchid/Lotus - see below.

These at the very least are a must have in any Druid-Vine deck.

Why no Thornlashers? It seems like they would work well with your Iron Golem and provide you with some more position control.You have no worthwhile ways to buff a swarm aside from acid [hmm?], making Thunderdrift Falcons seem like an odd choice.
I don't think Thornlashers are good. You can maybe set up a nice highway or sth. which is probably fun but apart from that I don't really like them. Thunderift Falcons are in because : cheap and flying.

Thornlashers are amazing, especially given the synergy with other vines. Consider:
- Pair thornlashers with vine snappers to get enemy creatures into their range
- Follow a thornlasher attack with a quickcast tanglevine to keep the enemy right where you want them
- Put orchid/lotus in thornlasher's zone to follow a snatch with an action burst attack.
- Drag an enemy screaming through a bloodspine wall. I slaughtered one unfortunate necromancer this way. As a bonus, they can't return to the zone they were just in without passing through the wall again.
- They are a ranged 0-1 unit, which means they can get around the flame damage barrier, a major threat to the Druid. This played a significant role in one of my games.

I have 4 copies in my druid book, and usually cast at least 3 of them.

@Aylin
I would never Harmonize Fellella. The most mana she can contribute to any spell is 2, so if she's Harmonized and then doesn't cast an enchantment one turn for some reason, she's got mana sitting on her that can't ever be used (unless you Shift it away, but...)
This is where Decoy comes in handy. It really gives you a nice flexibility and mana infusion...you can for example cast Tarok and Iron Golem turn 3 (both 13 mana) by using Fellella's mana.

Why don't you cast the Vine Tree in the first round? It's cheaper than the familiar, and it increases your channeling at the same time. I'd recommend that you switch them (Harmonizing the tree here if you like).
As I can tap Fellella's mana by using Decoy I simply prefer having her out. I can use her mana (via Decoy) to cast anything - the VTree's casting is restricted.

If your objective is to increase your mana supply, Fellella + Decoy + Harmonize is a waste of actions. A few mana flowers will give you a return on your investment much faster and more cheaply, and does not require dedicating space in your deck to decoys. Fellella's advantage is the action advantage. I can see including a few decoys in case Fellella has nothing better to do, but using her actions expressly for this purpose is inefficient. I agree with Aylin - there is not much point in harmonizing an enchantment-casting familiar, because if she ever does not cast a spell the additional mana is wasted (If Fellella has 3 mana and 2 channeling, 1 mana will never be used). The tree is a much better target. It's restricted to vines, sure, but vines are pretty great.

It is interesting that you use the Nightshade Lotus. I find its Sleep to be too expensive.

The Lotus and Orchids' value goes beyond their mist ability, which is really just a nice bonus (sort of like an effect that occurs when a creature enters play, except that you can save it for later). Their main value is the fact that they are conjurations with attacks. As Wizard Tower and Ballista have demonstrated, conjuration attacks are more useful than creature attacks because they follow quickcast timing rather than creature timing. Specifically:

- They can attack as soon as they are cast.
- They can attack during the same turn as another creature, which is especially relevant with Thornlasher (who combos well with pretty much all rooted attackers).
- The Orchid has a chance at corroding.
- They are vines, so the Druid can quickcast (!) them pretty much anywhere or deploy them with the tree to be used immediately (again - they can attack as soon as they are cast!)
- They have unavoidable ranged attacks - as with thornlasher, this also protects them from the flame damage barrier. Useful against creatures with defenses.

336
Spells / Re: Questions about two spells...
« on: January 17, 2014, 10:03:24 AM »
1) RENEWING SPRING: in a non-Priestess deck, it's still viable??? Or it far more better Healing Wand and/or Purify??? I felle that losing an action is a very high price to pay for my creatures...

The advantage to the spring is precisely that you use the action of the creature to heal it, rather than the action of your mage. It works best if you have a lot of creatures, for instance a bitterwood swarm, since it might otherwise not be feasible to heal them all.

Another advantage of the spring is that you can heal and remove conditions at the same time, whereas the wand can heal or remove, but not both at the same time.

Putting aside the difference in efficacy between the two spells, I would say that if you value your mage's actions highly or have a large number of creatures, you should go with the spring, whereas if you value your creatures' actions highly or have very few creatures you should go with the wand.

My trouble is that with a non-active Mage (not involved in battle) it's better to heal with it and stay aggro with creatures... 3 die are normally 3 wounds removed, while if the creature attacks, it has almost always more than 3 die.

Btw, in a druid deck, which card would you choose?

THX!
G.

Right - you value your creatures' actions more than your mage's actions, so that makes sense for you.

In a druid deck, I wouldn't bother with either. The Druid's creatures (plants) are extremely cheap for what they can do, and regenerate - there isn't much point to healing them. As far as condition removal goes, I keep a few copies of renewing rain for burns and Mohktari's Branch for anything else, though I have not yet had occasion to use it.

Healing is more valuable for creatures with some armor or other way of avoiding damage, since damage means more then. The Druid's creatures are built to be cheap and self-sufficient. If the enemy decides to destroy them, there's not a lot you can do about it unless you invest in protecting them. I would rather summon another Vine Snapper or Thornlasher than try to salvage my previous one, but that's just my strategy.

If you absolutely do need to heal your plant creatures, I think the wand is probably a better choice, mostly because a lot of the plants can't move (and hence can't get to the spring if they are not rooted in its zone). But Mohktari's Branch is better than the wand for that purpose anyway...

337
Spells / Re: Questions about two spells...
« on: January 17, 2014, 06:49:26 AM »
1) RENEWING SPRING: in a non-Priestess deck, it's still viable??? Or it far more better Healing Wand and/or Purify??? I felle that losing an action is a very high price to pay for my creatures...

The advantage to the spring is precisely that you use the action of the creature to heal it, rather than the action of your mage. It works best if you have a lot of creatures, for instance a bitterwood swarm, since it might otherwise not be feasible to heal them all.

Another advantage of the spring is that you can heal and remove conditions at the same time, whereas the wand can heal or remove, but not both at the same time.

Putting aside the difference in efficacy between the two spells, I would say that if you value your mage's actions highly or have a large number of creatures, you should go with the spring, whereas if you value your creatures' actions highly or have very few creatures you should go with the wand.

338
Alternative Play / Re: Handicap system between mismtached players?
« on: January 14, 2014, 07:48:36 PM »
Alternate idea: Give the other player an extra turn in the arena at the start of the game before your mage enters - a setup round in which they are the only mage in player. For a less extreme handicap, your mage is in play (channels), but does nothing the first round.

339
Strategy and Tactics / Re: Nobody beats the WIZ
« on: January 14, 2014, 01:29:07 AM »
1. Could you swarm the Wizard with creatures? Yeah his armor is nice but you could maybe wear him down. Especially if you managed to get rid of the Regrowth Belt. It would seem a Beast Master could get out a bunch of cheap creatures fast enough to swarm him at least at first.

Swarm is a good way to deal with the voltaric shield, but the wizard has cheap access to Mordok's Obelisk, and will probably also run a Suppression Orb. This is to say nothing of the fantastic suppression cloak, which is probably the strongest of his anti-swarm spells. The wizard is really good at control, so swarming him may be difficult.

340
Spells / Re: How essential is teleport?
« on: January 13, 2014, 08:04:37 PM »
I generally don't use teleport at all (except in my necromancer book). This is partly because I don't have enough copies and partly because my meta hasn't really caught on to it yet. That said, it is a very useful spell. It can:
 - Automatically get you and your creatures out of restraining conjurations
 - Let you use your quickcast to move (by teleporting)
 - Force enemies into dangerous locations
 - Get slow creatures close enough to attack without moving
 - Lots of other stuff too.

I think the issue is not so much that the card teleport is essential as that there are very few ways to achieve that effect.

341
Alternative Play / Re: Mage Wars Portability Project
« on: January 09, 2014, 01:44:58 AM »
These are *great*, ACG, thanks!  My art editing skills are abysmal, so can I make a request: could you make cards similar to the Rot/Bleed/etc cards, but for 'companions'.  So:

Pet/Wounded Prey
Blood Reaper/Eternal Servant
Holy Avenger/Treebond

(This way, six cards should be enough for all two-player games.)

Well, six cards to replace six tokens is not particularly efficient in terms of space. It might be a reduction, but I think there is room for improvement. Here's a more efficient solution:



Print two copies of this card (one image is the card front, the other is the card back), one for you and one for your opponent. More may be printed if needed. If your mage's ability is one use per round (e.g. wizard or forcemaster), you can turn this card over to indicate when the ability has been used. If its ability is a pet-type ability, slide this card underneath its target. This works because all mages have at most one ability that requires a single special token (not considering warlord's vet tokens).

And there are certain other effects that might be good to have on cards as well:
Ready/Used (for Defenses in particular, but can also be used for abilities like Wizard/Forcemaster/Invisible Stalker)
Guard
Taunt
Daze/Stun
Cripple/Stuck
Slam/Sleep

I'll think about those, although making them into cards does not cut down much on space. I'm still trying to figure out a way to fit more of these on one card.

For life/mana tokens, I'm thinking of just using small d6's: red for life, purple for mana.  Along with the damage dice and the yellow d12, that would then require just bringing a small box for dice, along with the card boxes.

That should cover everything currently in the game, except Vines.  I'm not sure yet how best to represent those, in this format.  (And yes, I'm deliberately ignoring Veteran tokens.  Those will likely never be needed. ; )

I don't like using dice to keep track of stats, though it would work if they are small enough. Just a personal bias, though. If dice are used, they should have at most 6 sides, since anything greater is at substantial risk of rolling.

One more suggestion: it might be worthwhile to include the removal cost for the conditions, in the middle of the card.  For example:

1 Burn
2 Burns
(Removal: 2)
4 Burns
3 Burns

Great idea. I'll add that the next time I update those.

342
Hmm, how about another conjuration instead that breaks only some of the nonliving issues?  (Of course, the values are adjustable for balance purposes, it's the concept I'm shooting for here.)

Acidic Infusion
Conjuration, Epic, Zone Exclusive
Cost 7 Armour 2 Life 8
All Creatures lose and cannot gain Poison Immunity.  Bleed loses the condition "Bleed can only affect living non-plant creatures".

But what is the thematic justification? Note that you are making the following creatures vulnerable to poison:

- Iron Golems and Earth Elementals (maybe a little plausible, but still not much)
- incorporeal creatures (no way. ever.)

 Also, be careful with the wording of the bleed condition; as it currently stands you are allowing anything (including conjurations) to bleed. A bleeding mana crystal or barracks is a little odd. In general, I would be cautious when designing cards that change the definitions of traits and conditions.

Basically, we have to consider theme when making cards, or we will have the "I can't water my plants" problem all over again (which I believe could have been avoided with some initial thematic consideration - there is no good thematic reason why plants should be any less vulnerable to water than creatures, much less immune. Lightning vulnerability for things like the iron golem and the steel wall also bothers me - as a conductor, metal should be less vulnerable to being damaged by electricity, not more. People don't generally complain about this inconsistency, though)

The challenge here is to make bleed and poison more effective against nonliving creatures, right? Here are my proposals:



This is building off your acidic infusion idea, which I believe is intended to suggest that poison becomes acidic. It does this by changing poison into acid. I don't think it causes any weird thematic inconsistencies..

As for bleeding, the easiest way to do that is a rule change that you can forgo a bleed marker to give the attack piercing +1 instead. This requires no card erratas, makes bleed more useful, still gives some nonliving creatures an advantage, and I don't think it causes any thematic inconsistencies. Note that this is still irrelevant for many creatures, such as spirits, zombies, and armor 0 skeletons.

343
Spells / Re: Commonly Useful Spells
« on: January 07, 2014, 06:19:09 PM »
I agree with baronzaltor. If you want to heal then you have three different ways to do it: direct healing through holy, regeneration through nature, or vampirism through dark. Each has advantages and disadvantages, but since the ways to heal are spread across three different schools, no mage is left out from healing.

If you want to destroy equipment then you also have several options. The water school has straightforward dissolve, the fire school has the more aggressive explode, and the nature school has a conjuration with a built in dissolving ability. The mind school can actually steal the equipment.

In the case of counter-enchantments, however, the arcane school has a monopoly. Ludicrous. The best way to solve the problem is to give a few other schools different ways of dealing with enchantments, in the same way that multiple schools have ways to heal but those ways are meaningfully different.

I also think that some of the basic metamagic spells should have been novice, but I would rather avoid more erratas.

I have no problem with schools containing their own counters. But they should not have a monopoly.

344
ALL IS FLESH would probably break the necromancer. Living zombies are terrifying, since they suddenly have access to countless nature buffs, healing/vampirism, benefits from etherian lifetree, etc. in addition to their natural resilience.

I agree about finding ways to make underused cards more useful by releasing new ones that make them more appealing.

345
Alternative Play / Re: Apprentice Level 2
« on: January 06, 2014, 05:32:32 PM »
The Melee +X trait stacks. So with Gauntlets of Strength, Warlock has Melee +2.

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