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Messages - knutenez

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1
Mages / Re: Mages that you would like to see in the game
« on: February 26, 2013, 09:06:32 PM »
YES! Dragonlord. He could have dragon creatures that make him more powerful. Possibly a dragon he could ride.

2
League / Tournament Play / Re: Organized Play
« on: January 05, 2013, 02:33:37 PM »
Quote from: "SeanDeCoy" post=5265
We'll be releasing the story online as it comes out in stores. This kit is going to be a little weird timing wise because of the holidays and our delays from the printers. You do not need to make up a week. I'll get back to you guys on officially when the next pack will be coming out.


Does the next kit have 3 different promo cards?

3
Spellbook Design and Construction / Re: Beastmaster with no level 1's?
« on: December 31, 2012, 02:16:51 PM »
Quote from: "pixelgeek" post=6001
I think the issue is that the Rush really only works a few times until players learn how to deal with it.


How do you play him now?

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Spellbook Design and Construction / Re: Beastmaster with no level 1's?
« on: December 31, 2012, 02:12:55 PM »
Quote from: "krj" post=5987
i've played MW 5 times, 3 times i've played  WIzard and always won, then last 2 games i;ve played Beastmaster and lost both of them. After those 2 games as a BM I'm also not convinced to use  swarm attack with many 1lvl creatures because they die before they do any harm. Probably I played them wrong :/Also unfortunatelly i don't have card Galalador which could change MUCH MUCH my situation. I realized that i have no creature with ranged attack  and only on weak with Ethreal attack which is very bad. Galador will be very useful, but i cannot get it :/ frustrating....


I should have left Cervere on the list instead of Galador since I've never actually played it with Galador, but I don't remember what other card I took out for the exchange since Galador is more expensive than Cervere.

That is pretty lame that you can't get it early. Are you overseas? I had to call my local store and ask them to order the OP kit. He wasn't going to order it because he didn't think there was much interest in the game, but now we're going to start a weekly game this week. Try any store you can, you might be able to find someone who can get a retailer's account.

5
League / Tournament Play / Re: PDX and Vancouver
« on: December 30, 2012, 08:35:42 PM »
Dice Age Games in Vancouver, WA is going to host a regular event using the OP kits!! It's probably going to happen on Thursday nights, but I don't know if that is set in stone yet. We are going to play this Thursday, January 3. RSVP if you are interested. I know they have the new kits and cards because I was fortunate enough to get a Galador from them!!

www.diceagegames.com
(360) 772-8967

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Spellbook Design and Construction / Re: Beastmaster with no level 1's?
« on: December 29, 2012, 10:06:57 PM »
Ok, the title was misleading: thunderift falcon is level 1.

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Spellbook Design and Construction / Beastmaster with no level 1's?
« on: December 29, 2012, 06:53:31 PM »
After watching level 1's get eaten like candy, I've played him this way. It's kinda based on the shock of there suddenly being two grizzlies rolling 7-9 dice each on you with a possible battle fury giving that nine dice caster a double hit. I've won a couple and lost a couple. Before I tweak it again I thought I'd post here, and start the missing beastmaster thread.

Equip: 12 pts
Ring of beasts
Mage wand
Elemental cloak
Regrowth belt
Enchanter's ring
Leather boots
Ivarium longbow

Conjur's: 15 pts
Tanglevine x2
Mana flower x2
Wall of thorns
Hand of Bim Shalla x2
Animal kinship
Rajan's fury
Tooth & nail

Creatures: 31 pts
Emerald tegu x2
Thunderift falcon
Tarik
Steelclaw grizz x2
Galador
Redclaw
Timber wolf x3

Enchants: 20 pts
Bear strength x2
Bull endurance x2
Cheetah speed
Eagle wings
Regrowth
Rhino hide
Mongoose agility
Vampirism
Retaliate
Nullify x2

Incant's: 32 pts
Battle fury x2
Call of the wild
Perfect strike
Dissolve
Heal
Group heal
Minor heal
Purify
Charge
Force push
Dispel x2
Teleport

Attacks: 10pts
geyser x2
Jet stream
Lightning bolt

Now that it's laid out like this, I'm thinking I'm too heavy on incantations.

What do you guys think about it? Give me your worst.  Or, share your builds, too.

8
Spellbook Design and Construction / Re: Game Changing Cards
« on: December 16, 2012, 11:12:19 PM »
Yes, I learned the hard way that a myopic spell book is trouble.

Another card that changed a game I had recently is banish. My priestess and Valshalla were beating up a wizard until he banished Valshalla. It gave him enough time to get a couple new creatures on the board catch up. It ended with my attack roll missing the kill by 1 damage and him rolling  something huge and killing me with exactly enough damage.

9
Spellbook Design and Construction / Re: The Priestess as a MELEE TANK!?!
« on: December 16, 2012, 11:04:20 PM »
In the games I've played, a lone Mage has only won a couple of times, and that was against an opponent who was also low on creatures. It sounds like you were using some, so that may already be a part of your build, but if not, I'd get a couple knights or angels out to help her. In my experience, a lone Mage is too vulnerable to enchantments and conditions. If she has to spend a couple actions healing, dispelling, or removing conditions, she falls too far behind an opponent who is casting the enchantments and has creatures doing damage to her. I haven't found a way to deal with this (I gave up pretty quick and went back to creatures). What have you done?

10
League / Tournament Play / PDX and Vancouver
« on: November 18, 2012, 10:12:40 AM »
There are four of us who regularly play with each other and two more I've played with. I know the stores around here have sold more copies than that, and some of us ordered online, so who are the rest of you and are you interested in setting up OP somewhere?

11
Strategy and Tactics / Re: Equipment vs Equipment destruction balance
« on: November 12, 2012, 10:48:40 AM »
I don't like how this balance has played out for me, either. However, I don't think it is out of tune; I just haven't figured out what and when to dissolve effectively. Nihil mentioned the proactive/reactive nature of this game. As I play more I'm learning more about what I should react to and what I should ignore.

 I kind of think that a quickcast decoy to trigger nullify/reverse magic followed by a dissolve seems OP because there's no way to protect your equipment from it. But since it does require a full turn's worth of actions to pull off it probably balances out. I just see it as something to consider when planning my next spell book.

12
Spellbook Design and Construction / Game Changing Cards
« on: November 12, 2012, 10:28:05 AM »
Have there been games where one or two cards have turned the tide for one Mage? What cards? I think this could be helpful info for those of us (probably everyone) who haven't settled on a specific build for our mages yet.

Here's my example from a recent game. My buddy's priestess survived my warlock's main onslaught and prolonged the game until I was out of usable cards in my spell book. It was by far the longest game I've played: over 4 hrs.

I had a well-equipped Mage and a beefy Adramelech with bearstrength, vampirism, mongoose, and rhino hide. Fairly early into the game she had taken high twenties of damage and I was around 8-9, and Adramelech was at 2. The cards that turned it around were: the circle of lightning because the stun knocked Adramelech out of the sky and allowed her to attack them (I brought a second in after losing the first), and he bound minor heal to a Mage wand--whenever she healed she also gained a life from her special ability. At the end of the game when I was out of creatures I couldn't get my 7 dice melee roll past her dodge/temple of the dawnbringer combo (I forgot the name of the equip that gives the dodge). I learned that I need more dissolves. And I shouldn't have ignored he circle of lightning with my dispels. I should probably have more creatures then Adramelech and an army of bats, too.

13
Rules Discussion / Re: Decoy: Confirmation of Use
« on: November 10, 2012, 01:02:24 PM »
Sorry for bumping this post up. I just found the answer in the "rules clarification..." category under a discussion about nullify. Piousflea has it right. Now I'm thinking it's time to make room for some decoys in my books.

14
Rules Discussion / Re: Decoy: Confirmation of Use
« on: November 10, 2012, 12:38:27 PM »
Quote from: "piousflea" post=1983
It almost feels like the Decoy is more useful for getting rid of Nullify and Reverse Magic than it is for bluffing. (although it is good for that too)

After seeing some devastating reverse magics in play, I am sometimes afraid to cast a strong Enchantment or Incantation at an enemy player (with a face-down enchant) without first throwing a Decoy at him.


I just want to confirm this because I understood it differently.  Do reverse magic and nullify have to be revealed with the casting of an enchantment, or is it at the revealing of the enchantment. I assumed it is at the revealing, because on pg. 22 in the rulebook it says "Important: Hidden Enchantments have no effect as long as they are hidden!" If decoy has no effect when it is revealed, then does it affect a nullify or reverse magic?

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