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Messages - PsyKoStorm

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I own the app since release day and I always used it.
But now, I never use it because it's not up to date with all the new expansions.

Thanks.

2
General Discussion / Number of card in Academy?
« on: December 23, 2015, 03:47:49 PM »
Hello,

I just want to confirm the number of card I should have in the Academy core set.

In the rule book it's written 131 cards.

Does this include the 2 promo card? (Because promo card are usualy not included in the total card listed in the spellbook and I only got 129 cards.)

The Logic is: If this number include promo cards, so they are part of the academy set, so we can use them in academy game.

It is not written we cannot use promo card. It is writen we can use Academy card and it's expansion. Shock and Gorgon Spearthrower are part of the Academy card list.
 

Thanks!

3
General Discussion / Re: Mage Wars Companion App - Bug Reports
« on: November 09, 2015, 11:36:47 AM »
Togorah, forest Sentinel cost 7 points in a druid spellbook when it should cost 6 points
There is also an error on the card: the cost writen is 7 points.

4
Rules Discussion / Re: About Immunity
« on: November 05, 2015, 05:19:41 PM »
Quote
can't be affected by effects of the specified type.
This only allows for targeting with spells. CoF's effect is giving a creature Damage Barrier. Since immune creature wouldn't be affected it won't benefit from the spell. Besides it would the other way too. Since You would be able to target Necro with Ghoul Rot what would prevent him from being affected if not this part of proposed definition?

A vampire Attack a FH with COF. The Vampire will suffer the damage barrier attack.

Ps A damage barrier is not an effect. Effect are apply by the yellow die. And yes you could target a necromancer with ghoul rot, but it will do nothing when relvealed.
Effect of the spell [mwcard=FWE02]Circle of Fire[/mwcard] is "creature gains damage barrier". Since immune creature isn't affected by the spell it can't gain damage barrier. Effect die is there only to determine random effects. Fixed effects like "creature gains..." are still effects.


can't be affected by effects: the object is not affected by his own effect. Its on him and the effect is working... The guys who attack will be affected by the COF.

5
Rules Discussion / Re: About Immunity
« on: November 05, 2015, 05:06:00 PM »
Quote
can't be affected by effects of the specified type.
This only allows for targeting with spells. CoF's effect is giving a creature Damage Barrier. Since immune creature wouldn't be affected it won't benefit from the spell. Besides it would the other way too. Since You would be able to target Necro with Ghoul Rot what would prevent him from being affected if not this part of proposed definition?

A vampire Attack a FH with COF. The Vampire will suffer the damage barrier attack.

Ps A damage barrier is not an effect. Effect are apply by the yellow die. And yes you could target a necromancer with ghoul rot, but it will do nothing when relvealed.

There would be an errata on Ghoul Rot to do poison damage, so it would not affect the necromancer and poison immunity creature.






6
Rules Discussion / Re: About Immunity
« on: November 05, 2015, 03:40:15 PM »
Quote
Immunity
This object can't get damaged, can't gain condition and can't be affected by effects of the specified type.
So, this way we would be able to
1- play a Circle of Fire on a Flaming Hellion
2- play Plagued on a Necromancer
3- play a FD Ghoul Rot on a Necromancer ( to check for Nullify ) - turning it face up would be useless and a mana waste
4- Attack a guarding creature with immunity to that type of attack

If all "yes" , I'm all for it :)
This definition won't allow for 1 to happen (or rather it will happen, but FH won't benefit from CoF).

I propose that instead of preventing targeting Immunity should allow objects to ignore things. For example:
Quote
Immunity:
Object with immunity ignores damage and conditions of a type it's immune to. It also may choose to ignore effects of attacks and spells of that type.
This way we allow for objects to be targeted by anyone and benefit from friendly spells. Unfortunately this still allows for enemy special abilities to benefit from spells You're immune to. This definition needs to be worked to precisely allow for benefiting from extinguish while ignoring other effects like push.

Yes it will allow FH to benefit from COF.

You would be able to target the FH with the enchantment so the FH would benefit the COF when the enchantment is revealed.

Why the FH will not gain the damage barrier from the COF? tell us.

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General Discussion / Re: Mage Wars Academy Number of card of each.
« on: October 19, 2015, 06:26:54 AM »
Thx

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General Discussion / Re: Mage Wars Academy Number of card of each.
« on: October 18, 2015, 08:28:45 PM »
Thx, but I already had this info.

The real question is: Does I want 2 copy, 3 copy or 4 copy?

And to answer this question I need to know how many card of each i get in 1 set. Because i dont want to buy 12 copy of cards I will not use often in many speelbook. (Got burn with Domination with tons of card I will not use... and I realy did not need 2 times the special tiles)

Right now I have 3 base set + 2x all the expansion.

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General Discussion / Mage Wars Academy Number of card of each.
« on: October 18, 2015, 08:18:45 PM »
Does anyone know how many of each card we will get in 1 Mage Wars Academy box?

I can find all the card no problem... (Exemple: but no one tell how many Leather Chausses we have in the expansion.)

Because I want to know how many copy I will need to order...

Thx

10
Rules Discussion / Re: Enchantment Wardstone vs Harshforge Monolith
« on: April 04, 2015, 07:47:59 AM »
Thank you!

Now it's clear hehe!

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Rules Discussion / Enchantment Wardstone vs Harshforge Monolith
« on: April 04, 2015, 12:10:50 AM »
Exemple:

Player 1 own Harshforge Monolith
Player 2 own 1  enchanter wardstone

Player 2 finish the turn with a creature 1 zone away of the monolith and 6 enchantments on it.

UPKEEP PHASE

Player 2 decide not to pay the upkeep for 2 enchantments

Player 1 Decide not to pay to destroy the enchantment.

Result: No enchantment are destroyed in this situation.


Does player 1 need to pay 2 mana for each enchantment he destroy this way? (I think the answer is yes, because the Upkeep +1 is an ability??? of player 1 and the text and the Wardstone is for spell and ability)

So an other question: What is an ability? (it's not writen in the codex.) I think an ability is the text on a card like a conjuration, equipment, monster effect like the Gray angel sacrifice, etc. (something that stay in the game)


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General Discussion / Re: Mage Wars Companion App - Feature Requests
« on: February 16, 2015, 01:43:41 PM »
Tracker Screen:

-Bigger touch + -

-The round number (Not really important but it's fun to know.)

Game Start:

-A way to remember the name of the mage while playing multiple game against the same oponent.

Spellbook builder:

-A way to change the name of the spellbook and keep the old name. Exemple: spellbook name Falcon beaster v100 and i want to rename it to Falcon Beastmaster v101 without writing it again.

-I found how to change the name and it's way to painfull. I need to open the spellbook, change the name of the spellbook, remove a card, close the spellbook, open the spellbook and finnaly add the card I removed than close the spellbook. Way to long to only change the name...
With this in mind, can you add the option to or fix the problem.
It should be: Open spellbook, change name, close the spellbook.

-It would be usefull to add the option to see what are the cards that changed while modifying the spellbook. So when I am back home, I can take my real Spellbook and change those cards to fit the new version. Exemple: I open the spellbook, change cards and (With the save option implemented) save the spellbook. It will create an icon in the spellbook, where you can see what your removed and what card you added.

-A way to undo what you just did. (Exemple: I remove a card while touching the screen and i dont know what is it.

-Remove the auto saving option in the spellbook builder. If I want to save, I would like to click save spellbook. So, if I dont like what I did, I close the spellbook and load it again with no mofification.



Maybe more to come when i test the app again probably next week.
Very fun to play the game with the new tracker.







13
General Discussion / Re: Mage Wars Companion App - Bug Reports
« on: February 13, 2015, 07:40:13 PM »
General's Signet Ring cost 2 point in a Warlord spellbook when it should cost only 1 points

Cannot choose de card Fellella, Pixie Familiar in a Druid spellbook when I should be able to do it.

Leather Boot + Leather Glove cost 3 points in a Druid spellbook when it should cot 1 point because it's novice spell.

Akiro's Favor cost 2 point in a Druid spellbook when it should cote 3 point because it's a war spell.


Very Happy with the apps so far. It's only a pain to find the error in the calculator to post it in the forum, because I need to check each card individualy.
Ipad Air

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General Discussion / Re: Mage Wars Companion App - Feature Requests
« on: January 23, 2015, 07:31:16 PM »
I would need:

1- A filter by type of spell :
Exemple: I want Arcane + incantation or Nature + Enchantment

2- A way to save he name of the spellbook without : Changing name, remove a card, exit, open the book, place a new card, exit.

3- A way to delete spellbook.

4- A way to duplicate a spell book. Exemple: I want to make a new version of the same mage, so I copy the old speelbook as a base to modify it with a new name.



Thanks

15
General Discussion / Re: Mage Wars Companion App - Bug Reports
« on: January 23, 2015, 07:25:58 PM »
Devouring Jelly: Wrong text (It miss the text talking about reconstruct damage and so on) and it's not Vampiric.
Enchanter Wardstone: It should cost 2 point in a Forcemaster spellbook. (Now it only cost 1 point)

My device is an IPad Air.

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