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Messages - KissBlade

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General Discussion / Re: The Mage Wars Community Self-Management Project
« on: August 21, 2018, 12:56:41 AM »
Barely play the game anymore. Just popped in because I was browsing something to fill a min shipping order but from a very casual player feedback who's trying to get it on the table when a friend comes over: the main issue is that when I make a spellbook for someone, the rules explanation itself take 30 minutes (at least) and then they have to read 20-30 different cards (all of which are very different from each other) before they can make their first move ...

I've been trying to make simpler and simpler decks such as nothing but basic stats line creatures and stats buffs/debuffs/movements but even then it's a slog to get in a game.

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General Discussion / Re: Frost damage
« on: January 22, 2017, 01:29:28 PM »
Well they mentioned something about Barbarians so I assumed that they come from the cold frosty north.   :D

But yeah Bearskin and other Frost-2's were really???

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Mages / Re: Does the Paladin do everything better than the Warlord???
« on: January 20, 2017, 07:45:56 PM »
Yep I totally agree that the rax + garrison opening isn't worth it if I plan on just getting out Orcs + big dudes.  I should've clarified that my typical Warlord decks actually don't use spawnpoints at all.  I generally toss down one or two mana flowers and call it a go.

Generally I have a really hard time justifying the cost of Barracks + Garrison post since you're giving up two actions for an awkward version of lair while not having the same spam factor of Timber wolf  + Timber Wolf pet.  If there was some way to make the Grunts not oneshottable ...  When I do try the Rax + Garrison opening, I tend to assemble a four Orc goon squad to give a go but the results are kinda meh.  It's ok but nothing impressive.

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Mages / Re: Does the Paladin do everything better than the Warlord???
« on: January 20, 2017, 06:58:53 AM »
Hmm yeah.  I think I'm not too imaginative with the potential of the Warlord.  I should've clarified that I use the base Warlord more often because I find him easier to show new players the game by playing him instead of Anvil Throne where I have to explain all my runes whenever I cast them.

I try to set up an outpost economy but often I just settle for a barracks + one garrison (at MOST two).  Mana flower seems way more stable  for me because it's more flexible for your options.  I did forget that the Warlord gets better access to Wall of Earth, imo superior to the war options that the Pallie has to rely on.

I also tend to find most of my turn sequence be to set up a t1-2 econ while inching forward to drop either a pair of Orc butchers or a single bridge troll depending on the situation.  Then it's just buff with the rhino hide/akiros/bear strength while supporting with incantations.  With the paladin, I'd be able to center the banner and get a pair of Knights of Westlock or drop Alandell which seems just way more preferable, especially since the support spells from Paladin is more preferable from my exp, though, I lose out on overextend.

I haven't dabbled with steep hill but I have a REALLY hard time with doing a swarm build with the Warlord.  The goblins are so flimsy and Orc Butcher doesn't feel very swarmy.  Anyone who has a successful swarm build or a "build a fort" style warlord book that works out?  I'd like to try out something with archer outposts, etc but the mana/turn investment for setting up one seems very hard to justify.

It's also interesting that some find the Paladin and the Priest more similar or the Paladin perhaps as Priest 2.0 because I find they play much more differently than Warlord/Paladin.  As the Priest, the bow changes the dynamic of your game since it is a very efficient damage source so you tend to have a bit more mana to play with mid game for dropping bigger spells.  Holy avenger also allows you to be a bit more defensive, your smaller creatures are more efficient and you can bow + radiant breastplate to get a holy avenger proc.

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Mages / Does the Paladin do everything better than the Warlord???
« on: January 18, 2017, 10:50:51 PM »
His creatures seem better, his spell spread seems better, better spawnpoint, better equips, even aura seem like a marginal upgrade to battle orders.  Surely I'm missing something.  Orc Butchers for Warlord seems pretty decent but Paladin gets access to those too!?  Only thing the Warlord seems to edge out is throwing boulders :(.

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General Discussion / The last 1/4th of a game match ...
« on: December 22, 2016, 01:41:17 PM »
Often feels like it's a bit of grinding down on a beaten opponent.  Unlike traditional boardgames or CCG's, my biggest issue with getting people to stick with Mage Wars is, it seems to "lead with your best".  Your first 5-6 turns feel really epic because you got the wind up and the pitch.  The last three turns on the other hand ... not so much.  Aside from very close matches, most of the time, the last few turns feel like busy work to me.  This was especially so when I'm watching some of the competitive streams of OCTGN tourney matches, etc.  Often, halfway through, it's fairly predictable who's going to win and it's literally the next thirty minutes is just going through the motions.  The only exceptions are when a player makes a MAJOR mistake (one that comes to mind is the Priestess match vs Necro where the Necro decided to charge with his unarmored mage despite having Deathlock + Idol opening).

Has anyone had similar experiences and if so, do you recommend having a concede threshold in Mage Wars?  One of the more recent matches I've watched for example was Sharkbait vs drmambo.
To me, I thought the game was over around this point:
https://youtu.be/fM9lhctsdug?t=2416
When drmambo missed the timing window on chant of rage to attempt to combo kill Alandell.  This effectively costed him a tempo hit of an entire turn and imo, it made it nearly impossible to come back from.  You'll notice, the game continues on for another hour and a half!  By the end, the Paladin unsurprisingly had zero damage taken while the Druid lost everything on the board.  If I put a new player through that, they'd drop the game so fast because who wants to just sit around while you roll dice for an hour one shotting their new summons as they run away?

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I think if Veteran tokens were allowed to stack and isn't restricted to Melee strikes, it should be fine.  Not only does it simplify the ability but you give a small buff to archer warlord as well.  (ranged creatures getting a +1 melee + 1 armor isn't the end of the world).

Also swapping Fast & Quick Summon on the two Beastmasters I think is incredibly elegant.  No reason why it isn't official.

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General Discussion / Re: Is mage wars losing popularity?
« on: February 03, 2015, 01:07:11 PM »
I agree that Mage Wars is not particularly friendly to new players.

However, I don't find my spellbooks being half staples that I put in everything. Maybe a quarter or so, but certainly not half. On the other hand, I agree that the card distribution in the core set is badly done.

I would like to see more counterplay options against Teleport, which would put it more on par with Force Push, but I still feel like Teleport doesn't matter as much as it did on initial release.

There already are alternatives to Dissolve. You can use Disarm, Explode, Steal Equipment, or Corrosive Orchid to deal with equipment and various acid attacks to deal with armor. Aside from Disarm, the rest are more expensive, and you should run at least 1 Dissolve anyway, but there are alternatives.

It would be nice to see a non-arcane method of destroying enchantments.

Yeah 1/2 was an exaggeration but I also did count things like bear strength, dragonscale, regrowth belt, as those are "always good".  As for dissolve's alternatives, I'll agree there are alternatives but dissolve's cheap price point and flexibility is just too good compared to it's alternatives (though corrosive orchid is nifty).  I like disarm though and I think it's a nice step in the direction of diversifying choices.

Definitely double agree on needing more non-arcane methods of destroying enchantments and more counterplay to teleports so that I'm not running two tele's a book.  :)

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General Discussion / Re: Is mage wars losing popularity?
« on: February 02, 2015, 06:43:37 PM »
There's only two complaints I have about Mage Wars.

A) It's incredibly unfriendly to new players for a 1v1 game.  Games like Yomi, Dice masters, Netrunner, etc can all be taught and wrapped up pretty quickly.  Mage Wars can be incredibly grueling so as a result, for most players the return value isn't there.  Granted I had one friend who loved this game but still not enough to want to buy his own set.
B) Dispel, Dissolve, Teleport REALLY REALLY REALLY NEEDS MORE ALTERNATIVES!  It's kind of silly that if I want to make a good book, I basically need to keep proxying these cards or rotate them around.  It's also boring because of how nebulously useful they are and how essential they are.  To a lesser degree, this applies to Bear Strength, Force Push, etc.  Too often, I find that my spellbook is really only 60 points that I have customizable as the rest is basically things that never change book to book.

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General Discussion / Re: Newbie deck help
« on: January 04, 2015, 07:42:27 PM »
Hmm so far I designed four decks and tbh some of them may be more complicated than they should.  I actually did make a warlord outpost deck for one of them (basically just a bunch of archers and buffs for archers), the other is just a pure fire oriented warlock deck, etc.  I also put a lot  more creatures per deck than normal simply because I feel incantations would confuse the heck out of players but I'm not sure if that's been anyone's experience.  (Enchantments also have this issue as well, I haven't even bothered trying to explain nullify & enchantment transfusion, etc).

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General Discussion / Re: Newbie deck help
« on: January 04, 2015, 04:00:42 PM »
I used Apprentice to teach them the game but once it got past that, it was a slog.  I ended up having to make decks that had Mtg style 4x per card so there's less cards to read ...

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General Discussion / Newbie deck help
« on: January 03, 2015, 11:23:41 PM »
Hey all,

I've bought a core set of Mage Wars and own every expansion set as well.  Sadly I've only managed to get three games out of it simply because despite my fondness of the game, it's incredibly difficult to teach new players the game.  Turns take forever because they're looking through a ton of cards in their spell book every time to plan out their moves.  Unfortunately, when the game takes three hours+ because of players going through the rules then learning every card to know how to play cards, they never want to touch the game again!

Are there any decks that do a good job of teaching beginners the game without overloading them on the variety of cards/mechanics?

Thanks!

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