November 23, 2024, 08:09:40 PM

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Robintheboywonder

Pages: [1] 2 3
1
General Discussion / Wounded Prey CoK rulebook
« on: November 07, 2019, 12:03:20 PM »
Explain why a creature should not get the melee +1 bonus on each of a double or triplestrike's attack. Please read the CoK rulebook about Wounded Prey not the ability on the mage card. Please be sure to explain how the multiple attacks of an attack action do not receive the buff if you beleive it to be so.
I beleive based on wording and rulebook/codex definitions a creature with a double strike should get the melee +1 on both attacks made against the target.

2
General Discussion / Promo cards
« on: September 17, 2019, 01:00:33 AM »
Couple questions about promo cards.
1. If I wanted to get some cards, what events would I need to attend.
2. What promo cards are still available? I know a few I would want before others but I do want them all.
3. What is the rule on promo cards? I know casual matches can use them no problem but what about tournament play?

3
General Discussion / Grey Wraith, should it recieve undead subtype?
« on: May 25, 2019, 02:33:24 PM »
Before I post some points about the topic I want to keep it as a simple question and let others weigh in first. With the addition of 2 other spirit cards, should grey Wraith gain the undead subtype to match his ghostly brothers or is he fine where he is as the only dark nonliving creature who isnt undead?

4
General Discussion / Spellbookbuilder.com
« on: May 05, 2019, 11:07:41 PM »
When will the monk and necromancer be added to spellbookbuilder.com?

5
General Discussion / Re: Hellstar vs DragonĀ“s Lance
« on: April 28, 2019, 10:46:20 PM »
Before I get into what changes can be done to the hellstar, let's discuss what makes the two items in question different. Being in the dark school, hellstar is an in school option for warlocks and necromancers in both arena and academy. 1 spellbook point for an item that burns 5/12, could be a good mix up tool to throw your opponent off when your book doesnt focus on burns. Dragon's lance is in the fire school, giving in school bonus to again warlocks but also elementalist and monk due to martial subtype. With a 50% burn roll, an ability to guarantee a burn, and held item options, Dragon's lance does look like an all around better option for a fire mage to use, but for a nature mage who wants to switch things up hellstar wouldnt penalize them in the SBP department.
So there are a couple things about hellstar that could be changed to set it apart from dragon's lance.
1. Grant hellstar the unavoidable trait. There would need to be a mana readjustment for this equipment, but it would be more in tune with the morning star. It cost more mana because it also burns unlike morning star which is just unavoidable.
2. Better burn chance on hellstar than dragon's lance. Pretty straightforward, reduce hellstar base burn roll equal to or lower than dragon's lance burn roll. IMO it would need to be lower than to give it some appeal. Firestream is 4mana 4dice 6+burn, if we brought hellstar to 6+ from 8+ then we would have a choice between cast an attack spell or cast hellstar and attack for almost similar value.
3. Hellstar needs flame damage added to its attack bar. Having a higher burn roll than dragon's lance but having the benefit of being flame damage would balance out these two items especially for the Arena crossover. Making hellstar a cheap not as effective lash of hellfire would be a good way to revitalize this item. It would gain benefits of fireshaper ring and attacking flame+ targets, but it would be confusing as to how a nature mage has a weapon on fire but doesnt have a penalty for having it.
These 3 options are all worth pondering over for a possible errata to hellstar. As the game progresses and more cards are added some might get completely overshadowed. I feel hellstar was forgotten when they made dragon's lance, and it was left in a bad state compared to its newer model.

6
Rules Discussion / Summon a creature in pillar of righteous flame
« on: January 05, 2019, 05:20:08 PM »
When you summon a creature into a zone, with an enemy's pillar of righteous flame in it, does the summon count as entering the zone and thus would the creature take damage from pillar?

7
General Discussion / Re: The Killer Bees
« on: August 28, 2018, 04:00:44 PM »
In the rules creatures are always living unless otherwise stated, and conjurations are always nonliving unless otherwise stated. Killer bees are a creature therefore they are inherently living.

8
General Discussion / Re: Gen Con Academy pre releases
« on: August 16, 2018, 04:18:42 AM »
Any official word on what Melting trait is. 2 frost creatures have it and deep freeze nullifies melting. Not sure what it is, could be 2 damage per upkeep.

9
General Discussion / Re: The Killer Bees
« on: August 14, 2018, 08:45:51 AM »
The other option is that it only critical hits living objects but it rolls normal damage against nonliving. That way its not poison damage, so it could still hit nonliving creatures but it doesnt auto crit them.

10
Spells / Creature card mana tier list assertion and explaination
« on: August 09, 2018, 11:41:39 PM »
So just for creatures, but it might work for the other types of cards, I broke down the tiers of creatures by mana cost. There are 3, 5, 8, 12, 16, 20, and 24. 3 mana creatures are fragile, there are not a lot of them but they exist. If u sneeze on a 3 mana creature it dies. One exception is sanguine hunter, he special. Next is 5 mana, which is really 4-6 mana creature, these are basic creatures, build a swarm with these. 8 is 7-9, these creatures can be strong but can also get killed relatively easy. Timber wolf is thought to be the best example of this group but really he is the gold standard, he is top tier for this group. 12, 11-13 the strengths and weaknesses of this group can be comparable to group 8. The difference with group 12 is they have special traits, abilities, attacks, or effects which set them apart. 16, 15-17 they have added strengths from previous group. These are your heavy hitters enough said. 20, 19-21 these are your champions, chances are u have only one card from here in your deck. It is the face of your deck u might say. It will wreck havoc on your opponent and his creatures, as we'll as make them divert actions and resources to dealing with it. This is your big gun. Group 24 is God tier, they are crazy strong and ridiculous to kill but not impossible to destroy however the best way to deal with this creature might be to not deal with it and just go for the enemy mage.
I think looking at creatures by what mana tier group they belong to is important when deciding/understanding how you will build your book and your mage summon creatures. Because this is a customizable game u can have any creature u want in your deck regardless of school, but having in school creatures is always an optimal strategy for SP efficiency and summoning potential. Look at your mage's in school creatures and figure out how many different creatures and which tier they reside. There is an importance and difference in amount and variety. The Siren currently(not including 2 newest expansions at Gencon) has only 1 creature in the 5 mana tier and has 6 cards of that creature. So her amount is 6 and her variety is 1. The wizard has a variety of 2 at the 5 mana tier. While beastmaster has 8 variety and thats just counting animals. Going back to the Siren, if we look at her 8 mana tier and her 12 mana tier, she has 2 and 6 respectively. We can think of 5 mana as a basic creature, an 8 mana as a warrior, a 12 mana as a specialist. With 6 varieties of 12 mana creatures we can say the Siren has an easier time building or utilizing creatures with specialized skills and traits than swarm building. Beastmaster biggest strength is versatility when it comes to creatures and building. He can go many different directions because he has a variety of creatures in each mana tier. Beastmaster have all these pieces to a puzzle and their challenge is deciding what the imagine looks like.

This was just my observation and and thoughts on creatures, mana cost, deck building, and utility.

11
General Discussion / Re: Gen Con Academy pre releases
« on: August 09, 2018, 04:16:23 PM »
Keejchen thanks for clearing up what attacks can or cant target swarms. Every attack can target them but damage dealt will differ depending on the type of attack. The points 5-8 I left out only because I was focusing on how swarms treat attacks against them but they are important for knowing what all a swarm is capable of doing, receiving or negating.

12
General Discussion / Re: Gen Con Academy pre releases
« on: August 08, 2018, 10:55:57 PM »
My understanding of swarms is
1 non spell attacks cant target or affect unless stated it can hit swarms
2 non zone attacks do max of one damage

The above notes are known by looking at the swarm trait summary in the photo link. Below is what I'm assuming is also correct about swarms
1 zone attack spells will do damage shown on dice
2 zone attacks like Oscuda or Ludwig boltstorm will do damage as shown on dice
I just want to be sure any type of zone attack will hit swarms normally.

13
General Discussion / Re: Gen Con Academy pre releases
« on: August 06, 2018, 10:28:28 PM »
Well its good to have a counter for it. My understanding of what swarms bring to the table is a creature that will ignore armor because it only crits. This makes swarms strong against zombies and high armored foes. I would like to fully understand how the conditions: weak, stagger(assuming they are not minor creatures, Idk plz clarify) and frost( since frost counts as minus 1 di for attacks) effect a swarm attack. To my knowledge they have no effect on the swarms dice roll since the minimum amount you can roll is 1 do and the swarms roll just 1 di but multiple times. This means swarms counter the effects of a couple of conditions because the conditions reduce number of dice rolled for attack not number of attack actions. Swarms seem strong and even bettet with the etherian life tree to increase how many times they can roll the di.

14
General Discussion / Re: Gen Con Academy pre releases
« on: August 05, 2018, 11:55:32 PM »
What is the lowest level frost spell? Having a level 1 frost spell seems weird considering it is either a water or air school spell. Druid has the level 1 water school, but seeing a plant mage have easy access to an ice spell, something that literally kills the green, would seem out of place. I'm assuming frost is level 2 and higher but I would like to know absolutely.

15
General Discussion / Re: Gen Con Academy pre releases
« on: August 05, 2018, 11:54:57 AM »
I completely forgot to ask but someone hinted to the answer to my question. What school of magic are frost spells? I would guess Air and Water combo but it could be just Water school. This would give the Siren a whole lot more options assuming frost spells can hit flying creatures. Running frost to cover the fact that hydro attacks cant hit flying creatures.

Pages: [1] 2 3