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Messages - Ravepig

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46
General Discussion / Re: OCTGN
« on: February 13, 2017, 03:33:55 PM »
I'm also brand new on OCTGN. I would be interested in setting up a casual game with somebody just to learn how to use OCTGN to actually play a game.

47
Spellbook Design and Construction / Re: Druid: Queen of the Hill
« on: February 13, 2017, 10:53:06 AM »
Gravikor behind your hill is extremely effective also. 

It becomes a no fly zone.

I thought about that, but with Kralathor, Thornslashers, and Hunting Bow, I'm less concerned with flying creatures at this point. I did forget to put a zone attack spell or two, however. I'm going to have to revisit that.

48
Spellbook Design and Construction / Re: Larrick Druid!
« on: February 12, 2017, 05:22:18 PM »
I primarily play druid and typically have 3-4 tanglevines and never more than 2 acid balls. I don't recall once thinking, "gee, I wish I had more tanglevines or acid balls." But, I suppose it depends on your strategy and play-style.

49
Spellbook Design and Construction / Re: Multiplayer Domination: Druid
« on: February 12, 2017, 12:32:44 PM »
I made a few changes not reflected above:

-2 Falcons (2)
-1 Leviathan Scale (1)
-1 Waterfall Cloak (1)
-1 Tarok (3)
-1 Wall of Thorns (1)
+1 Gravikor (4) (or Kralathor)
+1 Astral Anchor (2)
+1 Wall of Earth (2)

Reasons:
- As good as they are, I rarely play the Falcons because I prefer to have creatures pop up where they're needed via Vine markers. Also, I needed the Falcons for another book. ;) (How do I only have 8 Falcons with 2x 1st ed core, 1x 4th ed core and 1x spell tome 1?)
- Don't really need Leviathan Scale or Waterfall Cloak. Chitin + Rhino Hide + Barkskin should be plenty in most matches.
- Tarok was there for anti-Falcon tech... but Thornlashers, attack spells and Burst of Thorns already do this; also, same problem as Falcons (re: summoning to my zone). Kralathor has Reach and can be summoned anywhere, and is great at gobbling up Level 1's whether they're flying or not. Let him finish off a Sslak or 2 and then set him loose!
- Or, use Gravikor instead. Non-flying Falcons are easier to deal with, can be pushed/snatched through Bloodspine Walls, and are hindered by Vine markers, so they're little more than Goblin Grunts. Right now, it's a toss-up between Kralathor or Gravikor... but all my Gravikors are in other books. ;)
- Wall of Thorns isn't as good in a format that tends to be dominated by minor creatures, and sometimes you just need an impenetrable wall - hence upgrading to a Wall of Earth.
- good call on Astral Anchor. Makes Tanglevine better, not only when used to slow something down but also when used to remove a Guard, as this prevents an easy Teleport-to-same-zone counter.

I think these are good choices. I was torn on the armor just in case one opponent decides to get aggressive. I also like the addition of Gravikor.

If memory serves me correctly, your group also made a house-rule of not allowing Galaxxus, correct?

50
Spellbook Design and Construction / Re: Druid: Queen of the Hill
« on: February 11, 2017, 08:13:07 PM »
this has inspired me, im gonna make a version of it :)

ill post my version later

I did switch out a Hurl Rock for a Meridions Blessing. Excited to see what you come up with.

51
Spellbook Design and Construction / Re: Druid: Queen of the Hill
« on: February 11, 2017, 05:26:17 PM »
This is closer to my first book:

A Mage Wars Spellbook, built using the OCTGN SBB 2/11/2017 5:11 PM

Spellbook points: 120 used of 120 allowed

Key: Quantity - Spell Name - Spell Level - Spellbook Cost - Total Spellbook Cost

Druid

---  Attack  ---
4 - Surging Wave - 1 - 1 - 4
2 - Acid Ball - 1 - 1 - 2
2 - Hurl Rock - 1 - 2 - 4

---  Conjuration  ---
1 - Elephant Grass - 2 - 2 - 2
1 - Steep Hill - 2 - 4 - 4
2 - Swamp - 1 - 2 - 4
1 - Mana Flower - 1 - 1 - 1
1 - Deathlock - 2 - 4 - 4
3 - Tanglevine - 1 - 1 - 3
2 - Wall of Thorns - 1 - 1 - 2
1 - Corrosive Orchid - 2 - 2 - 2
1 - Nightshade Lotus - 3 - 3 - 3
1 - Stranglevine - 2 - 2 - 2
1 - Vine Tree - 2 - 2 - 2
2 - Bloodspine Wall - 1 - 1 - 2
1 - Etherian Lifetree - 2 - 2 - 2

---  Creature  ---
1 - Shoalsdeep Crocodile - 2 - 6 - 6
1 - Raptor Vine - 3 - 3 - 3
2 - Thornlasher - 2 - 2 - 4
1 - Kralathor, The Devourer - 4 - 4 - 4
1 - Vine Snapper - 2 - 2 - 2
1 - Tarok, the Skyhunter - 3 - 3 - 3

---  Enchantment  ---
1 - Astral Anchor - 1 - 2 - 2
2 - Hydrothermal Vent - 1 - 1 - 2
1 - Chant of Rage - 1 - 2 - 2
1 - Bear Strength - 1 - 1 - 1
1 - Harmonize - 1 - 2 - 2
1 - Hawkeye - 1 - 1 - 1
1 - Mongoose Agility - 1 - 1 - 1
2 - Nullify - 1 - 2 - 4
1 - Regrowth - 1 - 1 - 1
1 - Rhino Hide - 1 - 1 - 1
1 - Barkskin - 2 - 2 - 2
1 - Blur - 1 - 2 - 2
1 - Akiro's Favor - 1 - 3 - 3

---  Equipment  ---
1 - Eagleclaw Boots - 1 - 1 - 1
1 - Mohktari's Branch - 1 - 1 - 1
1 - Chitin Armor - 1 - 1 - 1
1 - Waterfall Cloak - 1 - 1 - 1
1 - Leviathan Scale Armor - 1 - 1 - 1
1 - Ring of the Ocean's Depths - 1 - 1 - 1
2 - Hunting Bow - 3 - 3 - 6
1 - Leather Chausses - 1 - 1 - 1

---  Incantation  ---
2 - Dispel - 1 - 2 - 4
1 - Seeking Dispel - 1 - 2 - 2
1 - Dissolve - 1 - 1 - 1
2 - Force Push - 1 - 2 - 4
2 - Lesser Teleport - 1 - 1 - 2
2 - Rouse the Beast - 1 - 1 - 2
2 - Burst of Thorns - 1 - 1 - 2
1 - Crumble - 1 - 1 - 1

52
Spellbook Design and Construction / Re: Druid: Queen of the Hill
« on: February 11, 2017, 10:28:40 AM »
Great advice, thank you- i'll look at making some changes this evening and repost.

53
Spellbook Design and Construction / Druid: Queen of the Hill
« on: February 10, 2017, 11:39:31 PM »
[spellbook]
[spellbookheader]
[spellbookname]Druid[/spellbookname]
[mage]A Druid Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=MWSTX1CKA01]2 x Surging Wave[/mwcard]
[mwcard=DNA01]2 x Acid Ball[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=PSJ04]1 x Elephant Grass[/mwcard]
[mwcard=PSJ08]1 x Steep Hill[/mwcard]
[mwcard=PSJ09]2 x Swamp[/mwcard]
[mwcard=MW1J13]1 x Mana Flower[/mwcard]
[mwcard=MW1J19]1 x Deathlock[/mwcard]
[mwcard=MW1J22]3 x Tanglevine[/mwcard]
[mwcard=MW1W04]2 x Wall of Thorns[/mwcard]
[mwcard=DNJ02]1 x Corrosive Orchid[/mwcard]
[mwcard=DNJ06]1 x Nightshade Lotus[/mwcard]
[mwcard=DNJ10]1 x Stranglevine[/mwcard]
[mwcard=DNJ12]1 x Vine Tree[/mwcard]
[mwcard=DNW01]2 x Bloodspine Wall[/mwcard]
[mwcard=DNJ03]1 x Etherian Lifetree[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=PSC21]1 x Shoalsdeep Crocodile[/mwcard]
[mwcard=DNC10]2 x Raptor Vine[/mwcard]
[mwcard=DNC20]2 x Vine Snapper[/mwcard]
[mwcard=DNC21]2 x Thornlasher[/mwcard]
[mwcard=DNC06]1 x Kralathor, The Devourer[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MWBD1E01]1 x Astral Anchor[/mwcard]
[mwcard=PSE07]2 x Hydrothermal Vent[/mwcard]
[mwcard=PSE03]1 x Chant of Rage[/mwcard]
[mwcard=MW1E01]1 x Bear Strength[/mwcard]
[mwcard=MW1E20]1 x Harmonize[/mwcard]
[mwcard=MW1E21]1 x Hawkeye[/mwcard]
[mwcard=MW1E28]1 x Mongoose Agility[/mwcard]
[mwcard=MW1E29]2 x Nullify[/mwcard]
[mwcard=MW1E32]1 x Regrowth[/mwcard]
[mwcard=MW1E36]1 x Rhino Hide[/mwcard]
[mwcard=DNE01]1 x Barkskin[/mwcard]
[mwcard=MWSTX2FFE02]1 x Akiro's Favor[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MWSTX1CKQ06]1 x Eagleclaw Boots[/mwcard]
[mwcard=MW1Q08]1 x Elemental Wand[/mwcard]
[mwcard=MW1Q19]1 x Mage Wand[/mwcard]
[mwcard=DNQ06]1 x Mohktari's Branch[/mwcard]
[mwcard=DNQ07]1 x Veteran's Belt[/mwcard]
[mwcard=LG01Q01]1 x Chitin Armor[/mwcard]
[mwcard=LG01Q07]1 x Waterfall Cloak[/mwcard]
[mwcard=PSQ05]1 x Leviathan Scale Armor[/mwcard]
[mwcard=PSQ08]1 x Ring of the Ocean's Depths[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=FWI11]2 x Dispel[/mwcard]
[mwcard=FWI13]1 x Seeking Dispel[/mwcard]
[mwcard=FWI16]1 x Dissolve[/mwcard]
[mwcard=FWI17]2 x Force Push[/mwcard]
[mwcard=PSI03]2 x Lesser Teleport[/mwcard]
[mwcard=MW1I23]2 x Rouse the Beast[/mwcard]
[mwcard=DNI02]2 x Burst of Thorns[/mwcard]
[mwcard=MWA01I01]1 x Crumble[/mwcard]
[mwcard=MW1I15]1 x Knockdown[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

Interested in trying out the druid with some of the new terrain. I don't know why, but the hill in particular really intrigues me. Akiro's Favor has become a staple in all my books. One of my favorite cards in the entire game.

R1: Vine Tree + Harmonize - move
R2: Ring of the Ocean + FD Hawkeye - move
R3: whatever makes sense depending on opposing mage's aggression.

Regardless, the idea is to have the druid safely atop the hill using the adjacent swamps and elephant grass to make it difficult for enemy creatures to get to the hill. Obviously, the Vine Tree casts vine creatures/conjurations while the druid binds surging wave and burst of thorns and focuses on enchantments.

Thoughts?

54
Spellbook Design and Construction / Re: Multiplayer Domination: Druid
« on: February 10, 2017, 06:58:48 PM »
Glad you like it. I was wondering if it really needed the Armour included, but it definitely comes in handy when you get out to a strong start and discover the other mages ganging up on you!

I'm not sure how your [mwcard=DNC20]Vine Snapper[/mwcard] got a Growth marker, though. [mwcard=DNC06]Kralathor, The Devourer[/mwcard] is special in that he gets a Growth marker when he Devours a creature; but generally speaking, Devour just prevents the destroyed creature from ending up in a discard pile (for reanimation purposes) and from triggering various "upon destruction" effects (like Goblin Bomber or Plague Zombie or Ichthellid Larva) via the Obliterate trait.

Probably played devour wrong then. Though it wouldn't have changed the outcome of the game. The vine snapper wasn't attacked a single time. But good to know for future reference. I would probably do well to just study one or two mages and perfect them along with all the little rules that go along with the chosen spells.

As for the armor, didn't wind up needing it, but I agree. Good to have just in case.

55
Spellbook Design and Construction / Re: Multiplayer Domination: Druid
« on: February 09, 2017, 10:46:26 PM »
Used this book tonight in a game of 3 player Domination, and whoa, did the druid dominate. By the third round it was clear she was a force to be reckoned with. At this point both opponents basically ganged up on her. By round 5, I had a full garden with creatures and flowers guarding 2 orbs, (one being a Vinesnapper w/growth marker). She basically was able to counter everything the opposing mages threw at her. Granted, the opposing mages being a wizard and priestess (not the strongest domination books I've seen), but still. A landslide victory is a landslide victory- especially when both opponents were coming at her with everything they had. The only addition I might add for next time is an Astral Anchor. Otherwise, great book!

56
Events / Re: New Ambassador - advice for first demo to the public?
« on: January 27, 2017, 01:07:10 PM »
Contact Arcane Wonders to get some promo card packs sent out to you. 5 new players is REALLY impressive! Congratulations my friend!

I don't think all five will become dedicated MW players right away, but 2 did purchase core sets right then and there, so that's a start! Like the idea of having promo cards for league play. Thanks for the suggestion.

57
Events / Re: New Ambassador - advice for first demo to the public?
« on: January 27, 2017, 12:37:24 PM »
Thought I would share that we had a successful event! Introduced 5 new players to Mage Wars with enough interest that those who attended asked about setting up a Mage Wars League in my area. So, that's my next step- to organize and coordinate actual league play. 

58
Events / Re: New Ambassador - advice for first demo to the public?
« on: January 19, 2017, 02:44:16 PM »
Great advice- thank you all!

59
Events / New Ambassador - advice for first demo to the public?
« on: January 18, 2017, 06:34:08 PM »
I've done a nice job recruiting and holding mage wars events within my own gaming group- this time last year none of us had even heard of mage wars, now my entire group owns MWs and all expansions with regularly scheduled sessions. That said, as a new ambassador, I'm gearing up to hold my first demo at my local game store- for those veteran Mage Wars players who have experience doing public demos- what advice do you have?

60
Strategy and Tactics / Re: First play with the Priest
« on: November 28, 2016, 11:32:42 AM »
Welcome to the priesthood! You had 2 guardian angels. Did you enchant them, or buff yourself?
Did you get a chance to try eye for an eye? It can rip through brutes.
Besides the ring thing with the rule, I really enjoyed your writeup!

I had both of them buffed with a couple different things, and had Enchantment Transfusion on both. No, I did not get eye for an eye out. I did have Holy Avenger token on one of them with Bear Strength and Rhino Hide, so she was going to be something nasty to deal with. I had Mongoose Agility - and that healing enchantment that heals 4 dice when revealed on the second guardian angel. With flying, a defense, the ability to regenerate (when guarding), combined with Holy Avenger- after pretty much everything he had being dazed and/or stunned, he conceded. I think I had him down to about 10 health remaining- of course, that's me rolling a total of 4 extra dice I shouldn't have over the course of 2 turns. So, not sure if those 4 dice were a game changer or not.

I was initially worried about mana with the Priest, but round one I played Mana Crystal and that holy cleric that can use a full action to channel one mana. Turn 2 I had Moonglow amulet, so effectively, I was channeling 12 mana every turn (with the cleric's action). Mana was not an issue for me this game- two 12 mana creatures and a bunch of enchantments- I had a decent mana reserve.

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