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Rules Discussion / Temple of Meraveran and X-strike
« on: February 14, 2017, 10:29:18 PM »
How does double/triplestrike interact with ToM?
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I would suggest building balanced books and I would avoid thinking of Mage Wars in terms of TCG terms, like aggro/control/rush/etc. It's better to go into the game with a mind that is clear of the baggage of other games.
Basically, as long as you are generating lots of actions and lots of dice, you're doing well. Regardless of which mage you're playing, creatures are very important for that reason; they guard things, attack things, and aren't very easy to solve (except with other creatures). I always put a moderate to large number of creatures in my books and never regret doing so. Think of a pyramid when it comes to including creatures too; several level 1 and 2 creatures, a few level 3 and 4 creatures, and one or two level 5 and higher creatures.
Figuring out card amounts is not something you can determine through thinking/theorycraft; you have to just play and see what you need. If you really can't decide at all when building a deck, just put in 1 copy of whatever you're agonizing about; you can always add more later.
What's important isn't how many actions and dice you're generating in total. It's how much *more* actions and dice you're generating than your opponent. Instead of summoning a ton of smaller creatures you could also try summoning one or two bigger creatures and destroy any creatures your opponent tries to threaten you with. Or you could just kill the enemy Mage as fast as possible before they have the time to build up too many creature actions.
Money is not a moot argument. While Mage Wars is a great game and the products are more than fairly priced, you nevertheless cannot be fully competitive in Mage Wars if you do not have access to certain cards, and certain amounts of those cards.
1. I disagree as that was not what I was calling moot. I was saying in response to your statement that Warlord has a weakness by requiring multiple expansions. Yes I went on to further say, as a side note that I built a BM with 2 sets. However I also stated that you could build Warlord with 3 sets.
My point is that the Warlord in particular needs pretty much every set except Academy to really succeed. BM is not a good comparison, because the BM was fleshed out over less expansions.
2. Again a side point to further the point you do not require all sets. Also the Warlord was fleshed over 2 sets with core cards as well. Basically the same as the Beastmaster.I also strongly disagree that Rust can replace Acid Ball; Acid Ball is not replaceable and if anything,
3. This game is about adapting and overcoming. The not having the acid ball in your book is no different from being in the late game where a creative opponent has removed the corrode counters and is on the same amount of armour. The rust is actually more reliable in the late game, it removes a set amount of armour which increases the result of any damage and is part of the plan B/late game out strategy.1. Acid Ball can target conjurations, which is a big deal.
4. Thats nice, so does Conquer.2. The Warlord can, for efficient spellbook points, reliably "force through" an Acid Ball with Sniper Shot if he suspects a Block. Yes, you can also force a Rust if you suspect a Nullify with a novice card like Disarm for the same number of points, but you will likely lose an action if your opponent actually played a Block instead.
5. SBP do not matter. If they buy you the best tools available to you then I am happy to pay 12 SBP a time and have three, if they win me the game consistently.3. You can bind Sniper Shot to your Helm and Acid Ball to an Elemental Wand if you suspect your opponent is going to be playing armor cards for a while, and you can cast both off of a Battleforge. On the other hand, you will eventually run out of Rusts, and Mage Wand and typical enchantment removal is very expensive in terms of spellbook points. You can also protect your investments with Champion's Gauntlets and Harshforge Plate if you need to.
6. This is yet another example of the cancerous attitude that "as long as I throw enough mana and actions at it, no matter how inefficient then its a win" that is rife in these forums. The game is about killing the opponent before he kills you, by focusing actions and mana inefficiently you are less likely to do this. Mana + Actions >>>> SBP!!!!!4. The Wizard can trade Dispel for a Warlord's Rust all day at a spellbook points and mana advantage. He can prevent the Acid Ball damage with Voltaric Shield, but he can't prevent the effects, which is what you really want.
7. A wizard can decrease his armour with the use of different chest pieces and assorted gloves and boots. This causes the removal of corrode counters. Yes he can prevent the effects, you are wrong.you should be playing Akiro's Favor anyway, and that practically ensures you'll get two corrodes and perhaps save you from a catastrophically bad roll on a Hurl Rock/Boulder later on.
8. This is a win more card, not a win card. Also this card does not control the dice only changes their probability of rolling more favourable results. I would add more dice before having a reroll.Maybe I feel that DvN is so important because I've been around the game since the release of Core and experienced the excessive armor-stacking problem and weakness of small creatures first hand, but that doesn't change the fact that I would still seriously question the viability of swarms without access to Acid Ball and Meditation Amulet.
9. That's your view, I do not share it. I also will point out that the GenCon Aviary book does not use Meditation Amulet and won the tournament. I would say that proves your argument here to be incorrect.
The biggest weakness of the Warlord, and the swarming playstyle in general, is the fact the cards that are necessary for him to compete are spread over multiple expansions.
Sorry but this is a moot argument. My current toolbox that gets added to every book in varying amounts is from multiple sets.
Acid Ball (DvN)
Brace Yourself (FiF)
Crumble (Academy)
However the rest is core, you can compete with just core and core academy. I built a Straywood Beastmaster that way.
I would argue in your case that you could compete with just Core, FvW, and FiF; giving you all the tools you need soldier wise, all the toolbox cars you need (rust replaces acid ball). However I would still say that you pick the Anvil Throne over the Bloodwave for Arena.