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General Discussion / Re: Druid vs Necro Spoilers
« on: August 22, 2013, 11:24:15 AM »
omg.. you got my expectations to this thread skyrocket in the 0.3543534 sec it took me to read the topic and click it.
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I just played two matches vs Charmyna and his 'four ballistae zero creatures' start. I used a general Air Wizard Assassin / Big Two / Control book.
I got completely whipped first time.
Second time we played through using the same spellbooks. We played 'competitively' but together in terms of sharing a few ideas to counter and so on. Allowing spell reselection a couple of times as it was a learning game.
THAT game I took Charmyna's mage to 31/32 damage, but he got me the next turn.
I played against four ballistae several times before. That, plus these two sessions make me think that something is very wrong with that promo card as it stands. Sorting the free actions would eb my shout. Not the Warlord theme.
@Charmyna
I have played 2 Ballista against your build several times BN(before the nerf). Really didn't do much. I do think that it is powerful, but as I have argued, I don't think too powerful. I think you fireballed one plus a BG took it out after it fired one time. You then did the same the next round on the other one, so for 16 mana I only got two shots off total(one shot each). Now if I were to play two more, that is the spell book max. If an opponent let that happen then that would be a mistake on their part. I don't think that it should be War only, however I think it should be a bit less powerful for a non-war Mage. I think we talked about a creature for the Warlord that would add load tokens (like the Clerics for the Priestess) to speed firing up. Maybe a reduction in dice or piercing maybe in order, but then they are not scary at all, as I think that the idea of them being out in multiples should be the point (board control) and force the other mage to counter.
Q1. I am assuming a Damage Shield would still do damage even if defender got pushed? So the DS still does damage but the counterstrike wouldn't work?
I guess I am still hung up on the working about the defender can choose to counter attack at time they are being attacked. But I do understand the push and non viable target post push. So not revisiting, just now clarifying the damage shield thing.
Main reason is I use the Whirling Spirits a lot with my Air Wizard deck.
Bonus question:
If a card doesn't say you have to pay extra to push things through walls (like pay 3 more etc) does that mean you can push through walls with passage attacks for free to get the wall damage. So the Whirling Spirit can push someone through a wall, get the passage attacks and not pay any extra mana correct?
I have advocated limiting the ready marker action. But now my solution is more elegant.
New rule. During the Reset phase, only 1 Ready marker on a conjuration may be turned to Ready by each player chosen in Initiative order.
This elegantly returns HoB and ToL as printed. Future conjuration only build with current Epics plus Altar of Peace temple is also blunted by this new rule. Currently this build would be near broken so the rule is needed.
Access vs Theme Mage limiting is another issue. Some players prefer strong themes. Others prefer the ability to create ingenious builds. The important thing is to make each mage equal via exclusive access.
Even as a kid I never cared for battle royals in wrestling. To me the game is a duel between two mages. I am really not interested in more than 2 as it already takes a long time to play.
Simple - from the rule book:
Step 7: Counterstrike
If the attacker made a melee attack on the defender....
Chainlightening isnt a melee attack, so Counterstrike doesnt kick in...Chain Lightning is a Ranged Attack....
cool story bro... care to elaborate?
Chain Lightning is a Ranged Attack....