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Messages - Sparkytbg

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Website Support and Feedback / Re: Posting limits
« on: May 07, 2013, 08:11:22 AM »
Test

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Rules Discussion / Re: priestss mage wand& Divine Reward
« on: January 09, 2013, 08:11:22 AM »
If you look in the rulebook it says in the spellbinding area. "The bound spell can be cast as if it was one of the spells you prepared during the Planning Phase."  So yes, the priestess can use her divine rewards ability when she casts this spell from the wand.

3
Rules Discussion / Re: Gate to Voltari
« on: September 12, 2012, 11:48:52 AM »
Hi Mestrahd,

Gate to Voltari states, "choose an
opponent Mage. Whenever that Mage casts and
resolves a spell, place 1 mana on Gate"

The caster of the gate will have to pick one of the Mages that is an opponent, when the gate comes into play.  So you will get one mana for channeling each turn and then one more each time that chosen mage casts and resolves a spell.  So that means you will get up to three mana on the Gate per turn.

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Spells / Re: Spells you would like to see
« on: September 05, 2012, 11:52:59 AM »
Hi Scarob,
I really like the idea of a creature cloning another creature.  It would be great if there was a shape shifter that could pick the creature it was going to be until the end of the turn and be an exact duplicate.  Maybe it would pay the level of the creature it changes to in mana.

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Rules Discussion / Re: Casting Spells with the lightning bolt icon
« on: September 05, 2012, 12:12:57 AM »
Your mage is able to cast two quick action spells in one turn.  
For his full action it does say in the rules. "The move action is optional.  You can choose not to move
and still take a quick action."  Or your mage could move one space and cast a quick action spell thus using his full action.

I hope that is helpful.

6
Strategy and Tactics / Re: Plus Channeling efficiency and value
« on: September 03, 2012, 08:44:41 AM »
I always used mana crystals or mana flowers in the beginning.  This way they are most effective, unless they are destroyed.  Most games usually are 8 to 15 turns long. The are some quick games that are under 8, but most aren't.  I usually dont use any mana builders after about turn 4.  

It is always good to have some versatility in your spell book.  If you are facing a wizard who is draining some of your mana.  Having ways to boost it is very helpful.  So I would say they are very helpful to have in your spell book.

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General Questions / Re: Mana Drain vs conjuration objects
« on: September 02, 2012, 06:12:40 AM »
This does only work when attacking a creature.  This is how it reads in the rulebook.

Mana Drain +X
If this attack damages an enemy creature, that creature’s controller loses
X mana from his mana supply (if he has any). If the attack makes multiple
attacks against the same or different objects, it gains this bonus only for the
first attack it makes.

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General Discussion / What has you PSYCHED about playing mage wars!!!
« on: August 13, 2012, 03:31:13 PM »
For me I love the power that is placed in your own hands in crafting just your kind of Mage.  Do I want to play the wizard who has such a versatile spellbook that he can choice from any of the elemental schools and then also arcane.  Or do I want the priestess who has healing and great creatures like the Gray Angel, one of my favorites, and the royal archer, who is one of the best ranged creatures hands down.  I really like the open idea that a mage might want to learn a spell outside of their school.  It might cost more to learn, but you get to have a pretty wide range of spells to choice from.  Like in any kind of battle you never know what you are up against.  The Priestess can easily have a few fireballs to put down the burn on her opponents.  I really want to see all the ingenious ways people use their spells to become the victor.  I can only see Mage Wars getting better and better with more and more choices of spells and Mages.


I have been lucky enough to be one of the play testers of mages wars and I still get excited about playing each and every game.  Last year when I first saw this great game at Gencon I fell in love with it.  I have played board games and D&D like games for over 30 years.  And Mage Wars just felt right when I started playing it.  From the time I sat down at the demo to the two tournaments I played in.(I came in first and second place.  Both great well played games.)  I could not get enough of it.  Brian and the whole team are just awesome.  I have felt quite lucky to be part of such a spectacular game.

9
Geyser is a must have.  With how deadly even 2 or 3 burn can be, you need to way to stop it quickly.

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Spells / Re: Spells you would like to see
« on: August 09, 2012, 12:16:43 PM »
I really like the idea of a creature slowing another creature down.  Great way to used ranged spells or weapons on a big creature.  Or slow down a swarm of small creature.  Would love to see a big spider with a multizone web attack.  Fun way to slow a few zones down.

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Custom Cards / Hornet Drone
« on: August 09, 2012, 09:44:46 AM »
5 mana       level 1 nature
flying
attack: 2 dice d12 7-12 poison piercing +1

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Custom Cards / Hornet Queen
« on: August 09, 2012, 09:41:10 AM »
25 mana        level 6 nature
3 Armor              12 health +2 channel unique
quick action: attack 4 dice + 12 die for poison  4-8 1 poison, 9-12 2 poison +2 piercing
Full action: 5 mana produce Hornet Drone
can only cast Hornets

13
Spellbook Design and Construction / Re: List of Common Spells Needed
« on: August 09, 2012, 07:48:53 AM »
A few of the spells I use in all of my mage's spellbooks are:
Mongoose Agility: gives creature elusive, so they can avoid guard creatures.
Harmonize: Increase channeling rate of objects or your mage.
Heal: Heals 8 attack dice.
Battle Fury:Creature get extra quick action melee attack.

14
Spells / Re: Spells you would like to see
« on: August 08, 2012, 09:33:35 AM »
I would also like to see some insects.  There are all sorts that would be cool.  From bees, queen bees, to giant grass hoppers that can gain flying each turn they move, then lose it at the end of turn.  A bombardier beetle would be very cool with only a zone acid attack.

15
Spells / Spells you would like to see
« on: August 08, 2012, 06:59:36 AM »
Following the previous Subject, I thought it would be fun to see what new spells people would like in upcoming sets.

I am a big fan of area spells, so I thought it would be great for the air mage to have some kind of multi zone storm spell.  Maybe one that goes out from the mage in one direction until it reaches the end of the board.

I would also like to see the force mage have a spell to control their one of their opponent's creature for one turn.  And maybe be able to steal a spell out of the players hand and be able to cast it or make them discard it.  

I think it would be great to see an enchant world spell that only effects your creatures.  Maybe give all of your creatures flying until end of turn or protection from fire until end of turn.

I would like to see some kind of illusions that only last one turn maybe are reinforcements to can act that turn and then dissappears.

These are some of my top picks for new spells.  What are yours?

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