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Messages - auronvi

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Rules Discussion / Re: Akiros Favor VS Temple of the Dawnbreaker
« on: December 11, 2015, 03:48:19 PM »
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Enchantments cannot affect an event that occurred before it was revealed. Pg 18.

Quote
At the end of any of the eight steps of an attack or three steps of casting a spell Pg 19.

AF if revealed AFTER the roll dice step of an attack cannot effect the dice rolled in that step. This means you have to reveal AF before you roll dice otherwise it will not benefit you.


I think that makes your first part quite clear. Now that means that going into the dice roll we have both AF revealed and Temple of the Dawnbreaker ready to affect the dice roll. This has 4 different outcomes depending on what kind of roll. Initiative doesn't matter.

Mage 1 has AF, Mage 2 has TotD.

Mage 1 attacks, good roll, Mage 2 rerolls, good roll, Mage 1 keeps.
Mage 1 attacks, good roll, Mage 2 rerolls, bad roll, Mage 1 rerolls, keeps.
Mage 1 attacks, bad roll, Mage 1 rerolls, good roll, Mage 2 rerolls, keeps.
Mage 1 attacks, bad roll, Mage 1 rerolls, bad roll, keeps.

To me a reroll is basically an undo. That last roll never happened but now someones ready marker is flipped and they can't undo the new one again but the other player still might be able to. I think this match up is in favor of the player with TotD. It makes the person running Akiros have to roll well twice to keep a good roll while giving them only 1 opportunity to reroll bad rolls.

Now is this fair or intended? I would hope they predicted and tested this interaction before releasing Akiros Favor but it might have been missed and needs to be addressed. I would play like I have written out though and that, I believe, is how Arcane Duels played it out during a tournament when this came up.

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General Discussion / Re: Mage Cast 2!
« on: December 08, 2015, 03:27:31 PM »
I haven't listened yet but I do love podcasts and I love Mage Wars so I am sure I will like.

In regards to using real names vs forum names I feel like that when talking on a podcast, just use real names. I mean, I like my forum name but it's for the forums. When I talk to or hear from another human being I would prefer to hear a real name. Go ahead and mention forum ids during introductions at the beginning of the podcast but I think it would sound more professional to use real names. Just my 2 cents based on your post.

3
The intention is that everyone who plays the game has a core set. I share a card pool with my Girlfriend but I was able to get a hold of a second core set, bought a couple of the spell tomes, and all the expansions so we don't have a problem with the amount of cards we have to choose from.

With that said I think you are placing waaaaaay too much value on having the contents of your spellbook a secret because high level Mage Wars play there are no surprises really. The game isn't about SURPRISING your opponent with some super secret spell. It's about building a spellbook that can handle anything your opponent can throw at you that hinders your strategy along with the cards needed to execute your strategy.

Since you just started playing I just recommend using the prebuilt spellbooks they recommend for a few more games before you decide to dive in and build spellbooks. If your friend doesn't want to invest but you want him to keep playing with you, buy some Spell Tomes 1 that have more of the common cards that you will most likely fight over. Thinks like dispels, teleports, force pushes and the like.

4
General Discussion / Mage Wars Companion App Not Available For Galaxy S4
« on: January 22, 2015, 03:11:37 PM »
Is anyone else unable to download the app because it's not available for their phone? Seems kinda silly that it's not available for a phone that is not even 2 years old yet.

5
General Questions / Re: Newbie questions
« on: May 12, 2014, 01:35:19 PM »
My friend and I had a game where I had so many creatures that we did not have enough room in the square.

Yeah, that happens sometimes. I feel like 6 creatures fit nicely in a square but once you go over that, it becomes a mess! A glorious, glorious mess!

6
Rules Discussion / Re: Force wave and hellfire trap
« on: May 12, 2014, 01:09:34 PM »
Hell Fire trap only attacks 1 creature.

Damn, you are right.

[mwcard=MW1E22]Hellfire Trap[/mwcard]

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Rules Discussion / Re: Force wave and hellfire trap
« on: May 07, 2014, 02:44:34 PM »
This is a great combo that I never thought about. It's the mana equivalent to a Ring of Fire but you subtract 1 from the damage and add the push effect. I will be adding Force Wave into my Warlock to try this out against my girlfriend's necro swarm. BURN TOKENS!

8
League / Tournament Play / Re: NW Chicago Suburbs
« on: August 22, 2013, 01:53:46 PM »
I am going to be talking with the owners of Gaming Goat to see if we can get regular Mage Wars games going. His schedule for events is open for Saturday nights so hopefully, if I can get enough people, we can get that started. I recommend following their Facebook page as I am sure they will post it there.

9
If you have friends that trust you and your time, there is no convincing. First off, realize the game is NOT for everyone. All of your friends won't want to play Mage Wars. Pick out a couple that you know have played TCGs in the past and just invite them over. Be excited about it, that sells things more than anything you could ever say about the game. "You need to play this with me, it's awesome." "What is it?" "It's called Mage Wars, you battle on a board with cards. It's great. Just play one game, it takes like 30 minutes." I can guess, as I have not met any Mage Wars staff, that this is how they get people to try the game at conventions. No convincing, just a lot of excitement and a promise that it will be fun. That's all anyone can ask for with a board game.

Don't destroy them, use the apprentice rules and play slow. No rushing into the corner and beating them down 2nd turn, they have no idea what they are doing. I believe there is a PDF that has a guide to how to run an apprentice game demo. Do this. You ARE pretty much trying to sell the game for Arcane Wonder, so you might as well do it the best way the owners of the game figured out how.

10
Alternative Play / Re: OCTGN game anyone? Sunday, 28th July 23:00 GMT
« on: August 19, 2013, 10:20:17 PM »
I haven't found someone to play online with. I would like to though, I have everything installed.

11
General Questions / Re: Nullify
« on: August 16, 2013, 09:59:36 AM »
I have two poisoned bloods because my GF uses the priestess and they are just TOO good to use on her. I also have the conjuration that stops ALL healing. She almost rage quit when I threw it down last game.

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General Questions / Re: Nullify
« on: August 15, 2013, 04:01:28 PM »
The better card to cast would be Poisoned Blood in this situation. I love throwing that out when I know they are about to heal and then wait to activate it during the counter-spell step. It's nasty.

13
Alternative Play / Re: \
« on: August 07, 2013, 04:28:47 PM »
I like the idea where you just start with a static list monsters and just battling it out. No new spells, just battle mechanics. So, like 3 level 1 creatures and 2 level 3 creatures and then maybe 4 levels worth the equipment on the mage and then you battle in pitched battle. It simplifies the game a bit, but it will probably play pretty quick. I want to try this out.

14
League / Tournament Play / Re: NW Chicago Suburbs
« on: August 07, 2013, 11:59:08 AM »
I am in the Chicago area. I will probably be checking out Fair Game and The Gaming Goat. I am new to board gaming in general and I think it will be fun to try out a bunch of games. I do own Mage Wars so maybe I'll see you there.

15
Rules Discussion / Reverse Attack and Vampiric
« on: August 06, 2013, 07:24:39 PM »
I had a Necropian Vampire attack a creature with reverse attack. Does the attack damage and then heal my Vampire? This is how I interpreted it and I eventually convinced him that this is how it should be played. What do you guys think?

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