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Messages - Tllmdjd

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Rules Discussion / Re: How does Voltaric Shield work with Armour?
« on: October 01, 2012, 09:17:01 AM »
When resolving Voltaric shield, armor absorbs non-critical damage first, the shield then absorbs the next three of any type.

Please see http://www.magewars.com/jsite/detailed-overview/mages/the-wizard

Scroll down to explanation of Voltaric  shield.

2
General Questions / Re: Walls and extendable questions
« on: October 01, 2012, 09:01:22 AM »
Any wall can be attacked with a melee attack. For Wall of Fire, as you noted, incorporeal rules apply.

WoF has no inherent counter-strike. If it did, there would be a notation after its quick strike attack.

Hope this helps.

3
Rules Discussion / Re: A Few Rulebook Corrections
« on: September 25, 2012, 11:22:07 AM »
I have not heard mention of these, and I believe you are correct on both counts.

Good catch.

Now let's just hope a replacement official doesn't come along flag you for something.

4
General Discussion / Re: How accessible will this game be to my friends?
« on: September 20, 2012, 11:38:39 AM »
I have taught this game to at least 10 different people since getting it at Gen Con.  Learning to teach it is an evolving process, as is learning to play it.  

There is no question as the owner and the experienced player, you have an advantage.  Furthermore, since you have built your opponent's spell book, you have another advantage.

To mitigate these circumstances, and after some experimentation with teaching, it is now my standard practice to allow my opponent at least fifteen minutes, or longer if they need, to pore over their spell book after I've explained the basic ruleset to them.  I also offer to let them look over my spell book if they would like to.

At that point, as they have quite a few questions about card abilities and traits, I provide them with the codex and tell them to just look up terms they don't understand before asking me during play.  That way,  they are giving me less information about their plans.  If they have questions during Planning that cannot be answered by the codex, I ask them to please wait until I have selected my cards, so that my selection is not influenced.

Finally, I try to not let my opponent do anything too unwise.  I don't want to play their game for them, but new players inevitably do something they will really regret.  

This seems to have worked well so far.  Virtually everyone I have taught seems very interested by the game.  

As an aside, there is no need to use proxies.  All the cards you need to build two of the stater spell books at at a time are in the box.  

I keep two modified books together, and then the other two mages I store as a deck with notes about cards I had to "borrow" from them so I can quickly rebuild them if someone wants to play those mges instaed of the ones already in the books.

Hope this helps.

5
Rules Discussion / Re: channeling stack?
« on: September 18, 2012, 08:19:22 AM »
This is what I get for reading and posting past my bedtime. I misread you original post, and thought you were arguing that plus channeling did NOT stack. I need to learn to read complete paragraphs.

As for whether or not channeling is a trait...I'm not sure it matters, but channeling is referred to as an attribute in the rule book, not a trait.

In any case, it looks like everyone agrees that plus channeling effects stack.

6
Rules Discussion / Re: channeling stack?
« on: September 17, 2012, 11:27:20 PM »
Channeling is not a trait.

Mana flower and mana crystal do stack, as do all things which provide increased channeling.

7
Strategy and Tactics / Re: Defeating the swarm?
« on: September 17, 2012, 02:28:54 PM »
I stand corrected.

I did not notice that the teleport spell has 2 targeting requirements.

Good to know.

8
League / Tournament Play / Re: Wisconsin Players?
« on: September 17, 2012, 09:28:08 AM »
I'm in Madison. Close-ish  :)

9
Strategy and Tactics / Re: Defeating the swarm?
« on: September 17, 2012, 08:07:54 AM »
Quote from: "Klaxas" post=1158
except if you wall it off you couldnt teleport out as you have to see the zone you want to teleport too.  which you cant if there is a wall.  unless you want to fly.


You can teleport anywhere you want.  You need line of sight from the caster to the target. Since, in this scenario, the Mage is targeting himself, line of sight is irrelevant.

Furthermore, the section in the rule book on teleporting (pg. 14) specifically says that teleportation bypasses all walls.

10
Strategy and Tactics / Re: Defeating the swarm?
« on: September 15, 2012, 09:23:55 PM »
There are, I believe, four different temples. I dont have my cards in front of me, but the holy spawnpoint, Bim-Shala, damage temple (remember, that structure is itself a temple and gets an attack die for itself), and one other that lets you re-roll dice under certain circumstances, pump the damage temple to four fairly quickly.

I've used a temple spell book twice, and it runs fairly well IMO.

11
General Questions / Re: Damage barrier cards
« on: September 13, 2012, 09:59:45 AM »
To be completely accurate, nothing on the defender so far adds.  However, there are plenty of creatures with +X(damage type) traits which would add to damage barrier rolls in which they are the attacker.  

For example, if the Wizard has on a damage barrier which causes lightning damage, and he is attacked by a creature with a +2 lightning damage on him then the attacker will take two extra dice rolls of lightning damage on the damage barrier roll.

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General Questions / Re: Damage barrier cards
« on: September 13, 2012, 08:26:16 AM »
Page 31 explains damage barriers in detail.

To answer your question, yes...traits on either creature (defender or attacker) can modify the damage barrier roll.

On another note, damage barrier is not a counter attack.  That is an entirely separate step in the attack sequence.

Damage barriers and counter attacks are different in two important ways. Damage barriers only go off if the attacker does damage to the defender, counter attacks go off regardless. Second, damage barriers go off even if the attacker does enough damage to kill the defender. Counter attacks do not.

Hope this helps.

13
Rules Discussion / Re: Gate to Voltari
« on: September 11, 2012, 11:29:22 AM »
I see no other reasonable interpretation.  If something is "used as a quick spell", then it is a quick spell, and therefore puts a mana token on Gate (assuming it is one of the two allowed per round, of course).

14
Spellbook Design and Construction / Re: Warlock Swarm Deck
« on: September 01, 2012, 11:36:06 AM »
I haven't tried this tactic, but my initial thought is that throwing a pentagram out early may not be your best move.

For one thing, it's terribly expensive, especially for a Mage who generates less mana than other mages.  For another, it works best when you a already have creatures on the board to enhance its mana generation.

I might consider some low cost creatures and a lash in the early turns.  This will allow you to save up a bit of mana (the idea being that you will use your warlock as a melee creature early on).  Then cast your pentagram and perhaps another small creature to help pump up your pentagram.

15
General Questions / Re: Gate to hell
« on: September 01, 2012, 11:26:04 AM »
There is no requirement on the gate that your Mage has to be in the same zone, so I don't imagine he/she need be.

As far as I know, non-Mage creatures cannot do anything other than what is printed on their cards.  The "you may" almost certainly refers to you, the player, acting through your Mage. That is, I believe, the case on every other card in the game.

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