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Messages - thedredman

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General Discussion / Re: Mage Wars Companion App - Feature Requests
« on: January 23, 2015, 08:41:45 PM »
When building a spellbook, instead of looking by the school the card is in, if you could search by the type, like conjuration, attack, etc. When I build a deck I usually don't go by the school, I go by the type of card. So if there where a feature where I could look at all attack spells, or even better, look at only attack spells of the fire school, or only war conjurations, etc. Other than that, loving the app so far.

2
Rules Discussion / Re: Alright... weird enchantment question.
« on: March 18, 2013, 05:59:25 PM »
We actually had this come up also. I personally think the easiest way to fix it is to say you cannot knowingly attach an Identical enchantment to the same target. It does say in the rules, it is possible for both players may attach an identical enchantment to the same target. Then it says "if an identical enchantment is revealed is immediately destroyed, it never says unrevealed enchantments get destroyed.  The way I read it, there is no way you could use it defensively. If I revealed poison blood on myself, why would the opponent put it on me?  If they reveal it on me first, when I revealed mine, mine would be destroyed.  That is what I believe the intention was supposed to be.

3
Rules Discussion / Reverse Magic and Teleport
« on: December 12, 2012, 12:52:49 PM »
Was thinking about it, and this actually has come up more than once, not sure if we are doing it right.  What happens if he tries to teleport me, but I have reverse magic on?  I understand the steps to go through, but this one seems harder for me to get my head around, could argue it more than one way. Does he pay for where he wanted to teleport me?  or does he pay for where I decide to teleport him?  Along the same lines, with Nullify, should he clarify where he was trying to teleport me so he knows how much mana to spend even though the teleport is nullified?  We keep forgetting and I reveal teleport before he declares the zone he wants to teleport to.  In a tourney or something, he could just say he was only going to move you one space to avoid paying the extra mana.

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Alternative Play / Without spell preperstion.
« on: December 10, 2012, 08:14:51 AM »
Id be curious to see how different a game would be, and if it would be fun to just ignore the spell ready part.  Say you have all your spells ready all the time.  Everything else the same, but if something changed mid turn and you still had a quick action, you couldchange what you intended to do.

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Spellbook Design and Construction / Re: wizard mana drain spell book
« on: November 20, 2012, 11:18:47 PM »
Quote from: "goofy" post=1294
This is my spell book
Mana crystal 2x
Moonglow amulet                      nullify
Mana siphon                                
Mordoks obelisk              
Suppression ord
Pacify
Essence drain
Force hold 4x
Jinx6x
Dispel 3X
Minor heal 2x
Banish 2x
Drain power 4x
Geyser
Purge magic 2x
Force push 4x
Dissolve 2x
Darkenne hydra 2x
huginn, raven familler
Teleport 2x
Whirling spirit
Tanglevine 6x
Suppression cloak
Mage wand

This a good spell book needs more work. It easy to play.

You say you've been winning with this?  I don't mean this to sound critical, but I'm not seeing how you are doing the damage?  Three damaging creatures, and mana denial.  Are your creatures doing most of the damage?  Just curious how the games typically play out.  I can see how they wouldn't have a chance to get out much of their own, so it could work, but having a hard time wrapping my mind around it.

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