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Messages - Death-from-above

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1
Alternative Play / Re: 2v2 play with 2 arena's linked to eachother
« on: September 18, 2014, 06:45:03 AM »
Lordofwinter and I played a 2v2 game with 2 linked arena recently and it played pretty well. The arena looks pretty big at first when you set them side by side but it worked out.

My partner and I did a dual necro strategy while Lord and his partner did a Priestess/Anvil Throne Warlord strategy. We took pictures of the games progression and if you ask Lord, im sure he would post them.

2
General Discussion / Re: Siege weapon speculation
« on: August 29, 2014, 10:27:03 AM »
All 3 are equally lethal  ;D

3
Strategy and Tactics / Re: zombies vs skellies
« on: August 22, 2014, 12:05:56 PM »
Eh the Necro doesn't need that much time. If you have him running Libro then you should be fine with summoning. Libro + Graveyard is a little overkill unless you are planning on running a swarm build.

I haven't seen anyone pull a lof out with a Necro but its definitely feasible.

Zombies, only if you get a mage wand and use zombie frenzy every turn after you set up, it really annoys your opponent.

^This is a great combo with zombies

4
Strategy and Tactics / Re: Sardonyx: How to use?
« on: August 22, 2014, 10:28:13 AM »
Welcome Drakossozh!

I haven't had much experience with him because I dont usually run a Necro or a Warlock but I will give you my thoughts on how I would use it.

I haven't seen too many people run Sardonyx simply because the cost to have him out is too high. Losing 2 base health every round really stacks up over time and can cause you to lose if you play him too soon. The times that I have seen him come out, it was close to the end of the match where the opposing mage was on his last leg and the mage using Sardonyx summons him to finish the job.

Some people try to offset the life loss through the [mwcard=MWSTX1CKQ01]Sunfire Amulet[/mwcard]. This slows the life loss down which makes having him out more tolerable. Other people use [mwcard=MWSTX1CKI01]Drain Soul[/mwcard] which essentially buys you 3 more turns with him.

One method I have seen people mention is to use him in combination with [mwcard=MW1J20]Sacrificial Altar[/mwcard]. By sacrificing him to the alter, you have the opportunity to give a creature +8 melee and +8 piercing which is a monstrous amount of potential damage. Its a great way to finish off an armoured mage or a big creature who has been given you trouble throughout the match. Use it wisely though. You only get the bonus for that round.

Im sure many people have used him successfully. I just personally don't use him myself because I consider the cost to summon and have him out to be too high. Hope that gave you some ideas on how to use him

5
Strategy and Tactics / Re: zombies vs skellies
« on: August 22, 2014, 07:29:46 AM »
I guess it sort of depends on how you want to play it. Zombies are difficult to kill in general. Only real weakness with them is they are slow and dont have that much health although they compensate with the resilience trait. Plus they have the Bloodthirsty trait which is great sometimes, but it can also be a problem if your opponent distracts them with damaged decoy creatures. Flying is also a big weakness for them as well.

Skellies are a bit more fragile then the zombies but they are easy to heal with reconstruct.

Personally, I like zombies. They are hard to kill, they come with a bigger variety of types and they have shaggoth which is a monster if you feed him enough.

What sort of build do you favor more? Aggressive? Turtley?

6
Rules Discussion / Re: Rouse the Beast before Activation Phase
« on: August 21, 2014, 09:17:57 AM »
I mean the following situation:

1) My mage’s Action Phase: I summon a creature.
2) Other mage’s Action Phase: Teleports creature in my zone

Am I allowed to now:
3a) Quick cast Rouse the Beast on my creature
3b) Activate that creature to attack?

Yes, you can use your quick cast action from your mage to cast it on your summoned creature and then use that creature for an action. You can use the quick cast marker before or after you or one of your creatures takes their action phase

Taken directly from the rulebook:

Quickcast Action

A quickcast action is a special action that only a Mage may take during a round, in addition to his regular actions during his Action Phase. This action can only be used to cast one quick spell (a spell with the quick action symbol), and cannot be used to take any other action.You can use your quickcast action at three times during the Action Stage:
• During the First Quickcast Phase
• Immediately before or after any creature
you control takes its Action Phase
• During the Final Quickcast Phase

7
Well done man! Congrats on the win and I appreciate the fantastic report. I really enjoyed your breakdown of each card and how they attributed to your overall plan. I am very interested in trying out that Aviary build!

8
Rules Discussion / Re: Pushing into the arena ground floor
« on: August 20, 2014, 11:05:54 AM »
Welcome to the Forums Biblofilter!

Its always fun to push creatures into walls! As far as I know, its not possible to push flying units into the arena floor although thematically that would make some sense. Flying units ignore walls in general. The only thing you can push flying creatures into is the arena walls. For everyone else, you can push creatures through and against certain walls, as well as pushing them into the Arena wall and inflicting that 3 dice extra attack.

If you push a creature into a wall with the passage blocked trait, they just receive the 3 dice attack. If you were using say [mwcard=MW1I12]Force Push[/mwcard], and you wanted to push a creature through a wall with a passage attack, according the spell, you need to pay an extra 3 mana to do so. That creature would then be pushed through the to the other side of the wall and receive the attack stated on the Passage Attack wall. Not all pushes require you to pay mana to push a creature through a passage attack wall. Take [mwcard=FWC13]Selesius, the East Wind[/mwcard] for example. Her second attack has the chance to push creatures, but doesnt require you to pay any mana if you so choose to push a creature through a passage attack wall.

Passage Attack walls:
[mwcard=MW1W03]Wall of Fire[/mwcard] -
[mwcard=FWW01]Wall of Pikes[/mwcard] -
[mwcard=MW1W04]Wall of Thorns[/mwcard] -
[mwcard=DNW01]Bloodspine Wall[/mwcard] -

Passage Blocked Walls:
[mwcard=DNW02]Wall of Bones[/mwcard] -
[mwcard=MWSTX2FFW01]Wall of Earth[/mwcard] -
[mwcard=MWSTX1CKW01]Wall of Steel[/mwcard] -
[mwcard=MW1W02]Wall of Stone[/mwcard] -
Arena Walls

Hope this made some sense.


9
Im interested in seeing something like Johktari vs Wizard or something. To me at least, she seems like the weakest to play with and I think it would be pretty cool to see her go toe to toe with one of the top mages and put up a good fight, depending on how she is built.

Every mage is good if you play them correctly and I have yet to do that for her  ;D

10
General Discussion / Re: Mage Wars App
« on: August 15, 2014, 06:48:25 AM »
Woo this is awesome! I can't wait for this to come out. I can't tell you how many times I have bumped the table causing the cubes to shift and mess up my stats.

Im wondering if there will be the ability to search by type of spell like attack, conjuration etc. That's usually how I build my books. I go through each category of spells and choose from there.

If they need anymore playtesters, I would love to sign up for that!

11
I see potential. I like the idea of having a DM that alters the playing field every round. So are all the mages just against the DM or is it a free for all and the DM is just there to cause havoc?

12
Spellbook Design and Construction / Re: 1st Necro - Black Death
« on: July 16, 2014, 11:46:05 AM »
Nice. Glad you got to test it.

Since you say your opponent didn't pressure you early on, how well do you think this book would have done against a more aggressive opponent? If you have any thoughts to how you would fend off an aggressive mage while setting up an economy, I am all ears. I am currently trying different methods for the Anvil Throne Warlord in early defense against aggressive mages and I haven't found one that clicks yet.

13
Spellbook Builder / Re: Bug reports
« on: July 16, 2014, 07:23:55 AM »
First off, a big Thank you, Pixelgeek for updating the Card Database with FIF. Believe me when I say everyone here is grateful for the work you have done.

I have found a few minor grammatical bugs with this update.

For [mwcard=MWSTX2FFW01]Wall of Earth[/mwcard], in the database, it is the only wall that is classified as a Conjuration-Wall under the Type column. Im not sure if you wanted it like that for the other walls but just wanted to point it out.

Steps to replicate:
1. Open Card Database
2. Scroll to Wall of Earth

Expected Result: Should just be classified as a Conjuration under the Type Column
Actual Result: Classified as a Conjuration-Wall. Only wall that is classified as that

In the Spellbook Builder, when creating a new spellbook and choosing which mage the spellbook will built for, I noticed that you have the Johktari Beastmaster spelled as Johtari

Steps to Replicate:
1. Open Spellbook Builder
2. Go to spellbook at the top and select New
3. Open the Mage dropdown box for Mage Selection

Expected Result: Johktari Beastmaster is the correct spelling
Actual Result: It is spelled Johtari

I can also confirm the post from Zorro about the missing card image.

OS: Windows 7
Browser: Google Chrome

Again, very minor. If I find anything else, I will update.

14
Spellbook Design and Construction / Re: 1st Necro - Black Death
« on: July 15, 2014, 02:51:55 PM »

@ death - The problem though is that if I summon Acolyte turn two I cant use it to pray until turn 3, slowing down the clock by a turn which may or may not be relevant.  I'll have to play it both ways and see. 

My apologies. I wasn't clear in what I meant. I was just saying that there was no need to put the Altar down in turn 1. The Acolyte on turn 1 is perfectly fine. I was just saying that since you couldn't use the Acolyte on turn 1 anyway, there isn't a reason to summon the Altar on turn 1 as well.

On turn 2, you could drop the Altar and put a token on it with the Acolyte you summoned on Turn 1.

15
Spellbook Design and Construction / Re: 1st Necro - Black Death
« on: July 15, 2014, 02:24:49 PM »
I don't play the Necromancer often so I don't have much advice to give. I just wanted to mention that, from what it sounds like, you plan playing an acolyte and the altar on turn 1 and there is no need for that since you can't put a token on it anyway until the Acolyte can be used on turn 2. So if you wanted to use that 9 mana for something else, say a death ring or Libro on turn 1, I think that would be a better course.

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