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Messages - Tim

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1
Rules Discussion / Re: pentagram and zone attack
« on: December 24, 2014, 11:12:07 AM »
I know.

When i make a zone attack with ring of fire on 4 different enemy creatures, do i gain 4 mana on pentagram?
Their is no maximum of mana printed on pentagram to gain per round...

2
Rules Discussion / pentagram and zone attack
« on: December 23, 2014, 06:06:47 PM »
hi,

Does pentagram gain mana for each different creature it damages with a zone attack (like ring of fire)?

Thanks

3
Rules Discussion / invisible stalker and charge
« on: December 21, 2014, 05:46:21 PM »
Hi,

Do the invisible stalker gain the charge bonus (example lion savary) when it attacks from invisible to visible?

Greetz

4
Rules Discussion / Altar of carnage
« on: July 26, 2014, 05:20:04 PM »
Just played an epic battle between warlord and warlock.
Just to be clear: altar of carnage lets you place (when you damage a creature with a soldier) 1 mana on a spawnpoint. I assume it ownly gives 1 mana on 1 spawnpoint and not 1 mana on each spawpoint. Correct? Otherwise it is some DOPE card :)

Btw: how do you upload a deckprofile from OCTGN like all of the pictures in the spellbook contruction section?

5
Spellbook Design and Construction / Re: New FIF warlord
« on: July 10, 2014, 04:58:46 PM »
I agree with sIKE. Controlling is a stall action but doesn't remove the problem. You keep investing mana on stalling the creature, which ultimately cost more than killing the LoF.  I myself play LoF opening a lot and i know how devastating he can be, but controlling is stalling the inevitable. I rather see a block then a ranged creature (because it's an immediate threat to the LoF strategy).
Normally my overall strategy is early pressure the opponent because its disrupts long-play advantages + standard opening moves.
My feelings are that the new warlord have some potential as a mid-longer game. If set up complete the most mana generation + heavy creatures with decent armor. But it is out of my comfort zone, normally I'm in for early agro, but with the new FIF i need to try the new warlord and found out its potential :).
sIke: do you have opening suggestions?

Thanks for the feedback guys!

6
Spellbook Design and Construction / New FIF warlord
« on: July 09, 2014, 08:59:58 AM »
Hey there,

With FIF i feel potential in the new warlord. However, I still lack the aggressiveness of the new warlord. I think that the new warlord can be very powerful in the longer games, but he's lacking power in the aggressive and shorter games. I is worth to consider this because, with the FIF, agro cards release, to increase the pressure on opponent.
I am looking for good openings with the warlord to counter agro-players. With agro i mean a LoF with 10 dice, and piercing +1 and a curse on your warlord on turn 3. This is enormous pressure, that's hard to overcome. To deal with the LoF the warlord need ranged creatures. Crimson is good to keep the opponent away but is easily destroyed by 1 attack of LoF. 15 mana is a huge investment for something to die that easily. Other ranged creatures are good to but with range 1-2, no pressure to keep LoF away (I think).
Like i said, once you can establish your field with outpost, barracks, altars you are in a great position and advantage to the opponent. The problem is that it takes way to long to set up without protection of a decent creature.
I would like your advice, openings, ...
Thanks!

7
I have been testing this build but I come to the same conclusion: starved mana.
Even with triple spawnpoint + meditation amulet your mana short.
I like the deck but it lacks mobility because slow set-up, mana sarving.
It is certainly great against other spawnpoint, slow-style users.

Another problem is dealing with low flying creatures (thunderift falcon). I have not so much problems against lord of fire, but the problems are those lv 6, 3dice attack falcons. In my previous game I dueled against a beastmaster that focusses on thunderift falcon, since I could destroy them (except by paying much more mana, then they have invested) I ignored them. I buffed my mage and guarded with zora, brute.
I'm not sure this is the main way to go with the necromancer. I think I still prefer 1 spawnpoint for creatures and maybe a forge.
Still testing.

8
Hello there,

After a lot of plays with the new necromancer, I wanted to abuse his conjurations to a maximum. That's why I constructed this deck. It is hardly perfected but a rough version so advice is always welcome!
This is de deck for a total of 117 points (need to ad other cards):

- hurl boulder
- acid ball

- battle forge
- graveyard
- sacrificial altar
- 2 wall of bones

- 2 zora
- 6 zombie crawler
- 4 venomous zombie
- 4 zombie minion
- 2 zombie brute

- harmonize
- regrowth
- 3 nullify
- poisoned blood
- rhino hide
- maim wings
- block
- marked for dead

- 2 dragonscale hauberk
- gloves
- boots
- death ring
- meditation amulet
- mage wand
- regrowth belt
- libro
- elemental cloak

- 3 dispel
- 3 dissolve
- 2 teleport
- 2 force push
- knockdown
- shift enchantment
- zombie frenzy

1) 20: battle forge + harmonize ( 8 ) + move 1
2) 18: (2): forge cast meditation amulet (16),
     qc graveyard (2) + meditate (5)
3) 15: forge (2) cast deathring (12), graveyard (1)
cast venomous zombie (7)+meditate (10)
cast libro (1). Instead of venomous zombie I can cast zombie minion or zora.
If I cast zora -1 mana but then I will be able to guard (no pest)

...

The problem of the deck is the slow setup. Okay, its only 3 rounds but in 1 of my argo decks lord of fire can roll 9 dice fire damage on round 3 and as you know lord of fire is a devastating card. Also an agro focused druid can put a raptor vine in my starting zone to attack next turn.

The problems of this deck are rush because of setup, limited mana to cast something else then creatures, and flying creatures.

The benefits of this deck are action advantage due to the spawnpoints, when setup complete: zombie swarm, synergies with altar and graveyard, a buffed mage due to battle forge, ...

I like to hear what you think ...

9
Rules Discussion / Re: Timing questions
« on: January 11, 2014, 09:39:52 PM »
Thanks for the reply everyone!
A special thanks to DarthDadaD20.

10
Rules Discussion / Timing questions
« on: January 11, 2014, 10:43:50 AM »
hi there,

I was wondering how effects in upkeep phase take place. For example: I have a thornlasher (regen 2) with 4 burns on it and 8 damage. Since it is important to know because if you can regen first, then your monster can live.
What is the order of effect and were does it depend on? I think it is the choice who has initiative that determines the order or is this incorrect?

The same with vine tree with lifebond. Example: when does the transfer damage take place, before or after the regen 2 from tree. If the opponent had initiative and he determines the order, may he then say, you first regen 2 on tree then you may transfer damage?

Thanks in advanced!

11
League / Tournament Play / Re: MageWars in the Netherlands
« on: December 16, 2013, 03:23:37 PM »
Excellent Tim, nice to hear from you.  How long have you played Mage Wars?


Since it was released in Belgium (September 2012). I always play with a comrade, who also started the same date as me.
When did you start?

Btw: Ik spreek Nederlands :)

12
Spellbook Design and Construction / Re: Necromancer - Zombie Swarm
« on: December 16, 2013, 09:15:49 AM »
No zora?

You must at least play 1.
Zora is great, even without growth markers (standard 4 dice + 1 additional for bloodthirsty and you can guard with it (no pest), ...

13
League / Tournament Play / Re: MageWars in the Netherlands
« on: December 12, 2013, 05:57:07 PM »
I Live in Belgium (Retie). Its not that far from Eindhoven.

14
Rules Discussion / 2 rise again
« on: December 10, 2013, 08:59:10 AM »
Another question:

What would happen if there's a face down rise again on a creature that I control and my opponent also enchant it with a rise again of there own. They both are revealed if the creature is destroyed.
Who get to reanimate the creature? How is this determent?

Grtz

15
Strategy and Tactics / druid
« on: December 09, 2013, 08:26:01 AM »
I just written (1 hour) a hole review of the battle between my opponent (necromancer) and myself (druid) but do timed-out, I lost it all.

So to bad but I am not going to write it again.

I, as the druid, won the game.
Conclusions:
- Get in the opponent face early with your creatures.
- Use utility spells for the rooted plants
- Focus on damaging the mage and not the creatures it summons.
- Don't use to many seedling pots = to slow. I am going to play 1 in my spellbook.
- ...

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