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