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Messages - Dapuma

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League / Tournament Play / Re: Phoenix AZ
« on: March 30, 2013, 11:27:39 AM »
bump, anyone doing any organized play in Phx

League / Tournament Play / Re: Tourniment Rules
« on: November 06, 2012, 01:32:57 AM »
i have played a lot of games for a long time, and when competition is involved and there is a prize, people will cheat to win if they can, call it a competative advantage, gamesmanship, etc (i have seen it happen over and over at Gen Con)

I think it comes from competition, as well as immaturity (many gamers are younger and/or have less refined social skills), accountability (you generally do not have to see the people you play in a tournament again or will only see them once or twice a year) so who does it really hurt

I like the idea of the people not playing watching the players i.e. your friend is watching the other player to ensure fairplay and speaks up if something is out of wack, generally we have policed our own games - a judge at every table would be nice but probably not feasible

I like chess clocks on each table to ensure equal time...that ensures a winner as well, run out of time you lose, 30 min for each player on the clock or whatever time you want to use per round -  no tie breakers and eliminates stalling type of gamesmanship - realativly cheap investment

I also like harsh penaties, i.e. insta disqualification for "error" if the opponent wants to take it or they can let them off the hook, but put that in the hands of the opponent to decide what they want to accept, then if the opponent believes it is an honest mistake they can let it go, however if they do not, or just want the win they can take the dq

I am looking at it more from the competition side, so that slants all my views on the topic FYI

League / Tournament Play / Re: Phoenix AZ
« on: November 06, 2012, 01:15:53 AM »
Ok trying to get this going again

Anyone else in Phx playing?

Rules Discussion / Re: Hydra with Slow, gains Fast Trait
« on: September 29, 2012, 05:19:49 PM »
Ok thx that is how I thought it would work

Rules Discussion / Hydra with Slow, gains Fast Trait
« on: September 29, 2012, 02:59:24 PM »
The Hydra has slow, however if it is enchanted with the Fast trait it cancels it out so it should be able to move and strike

however the melee quick action strike says counterstrike on it

So does that mean it does not have a normal melee strike while moving OR does it mean it has counterstrike on top of the normal melee action, so it could move and then use a quickaction as its attack, while enchanted with fast

Strategy and Tactics / Re: Mana Curve
« on: September 29, 2012, 09:14:36 AM »
ok thanks that is very helpful

So Jinx with the Wizard mana ring can "pin" your opponent by making them not be able to cast their first spell every turn for the first 6 turns and you can reveal for free while building mana advantage off the siphon mana card - if played correctly that works, right?

To upset their casting tempo...although after that is over they are going to have a stash of spells to use so you better have board advantage by then...

Spellbook Design and Construction / Re: wizard mana drain spell book
« on: September 29, 2012, 09:08:45 AM »
Why not run more Whirling Spirit they are going to give you a free push 40% of the time and they make the opponent deal with them, if force push worth it?

Quote from: "goofy" post=1294
This is my spell book
Mana crystal 2x
Moonglow amulet                      nullify
Mana siphon                                
Mordoks obelisk              
Suppression ord
Essence drain
Force hold 4x
Dispel 3X
Minor heal 2x
Banish 2x
Drain power 4x
Purge magic 2x
Force push 4x
Dissolve 2x
Darkenne hydra 2x
huginn, raven familler
Teleport 2x
Whirling spirit
Tanglevine 6x
Suppression cloak
Mage wand

This a good spell book needs more work. It easy to play.

General Discussion / Master Set - 6 of each card
« on: September 29, 2012, 09:05:14 AM »
What is the best way (or cheapest) way to get 6 of each card to make each deck x2

Seems like i have 6 of some cards and not of others, however i bought a core set and tome pack and seems like i only have 4 jink...seems like everyone would run 6 of those in each deck...so what is the best way to get there

Strategy and Tactics / Re: Plus Channeling efficiency and value
« on: September 29, 2012, 05:27:17 AM »
ahh ok yes that is what i was thinking of mana siphon and that is a great opening move, and makes the opponent change their strategy completly, while slowing them down

I like it :)

I am assuming that works better if you are going 2nd round 1 because they will have already used one of their actions

p1:  takes action
p2: takes action (move to middle)
p1 quick action:  takes quick action
p2:  takes quick action (mana siphon)

Is that roughly how it would go?

Strategy and Tactics / Re: Opening moves
« on: September 29, 2012, 05:19:50 AM »
With such powerful equipment out there, how come there is not 6 copies of anti equipment stuff in each deck

Is it becaue there are not enough cards per core set and mage tome to run 6 of everything there?

Kind of like 3rd edt Magic - everyone ran 4 copies of Disenchant because there were so many enchantments or artifcacts, you pretty much had to

Strategy and Tactics / Re: Plus Channeling efficiency and value
« on: September 29, 2012, 12:01:35 AM »
I was thinking of that being a different card

i dont see how that would be that effective since it doesnt bind to the mage

i was thinking that was a mana upkeep for the mage for some reason...what would the purpose of dropping that on turn one be...i can see if you will fight a swarm so it slows down a swarm coming after you...walls and that outside where your mage is so the swarm has to come through it...please let me know how that card becomes so effective...it is epic so it has to be good

Strategy and Tactics / Mana Curve
« on: September 28, 2012, 11:45:49 PM »
What is the general mana curve per game, i.e. you need to balance out your casting cost requirements through the game, so how many 1, 2, 3 cost spells should you have etc

has anyone done a mathmatical analysis of this yet?  (i am no engineer so it is not my area of expertise) just looking to know if there is a general curve for building an initial deck

or is there a % of attack spells, enchantments, incantations etc to start off with then modify from there

Would prefer to free form my first few decks and not use the starting decks, and would looking to play Tournament style (competative)


Strategy and Tactics / Re: Plus Channeling efficiency and value
« on: September 28, 2012, 11:31:57 PM »
Ok, I have to know how to do this, I just got the game and am looking to make a Wizard mana denial deck, I am thinking creature heavy but I have not played so could be way off base as to what is effective...that being said, how am i going to get off Supression orb on turn one...because that sounds awesome :)

Quote from: "Klaxas" post=938
true i do not believe i have ever made a book without mana crystals or mana flowers.  it is never bad to have extra channeling.  even if you dont plan on using them if you play against a wizard built for mana denial, you will be glad you threw a couple in your book.  the wizard with agressive mana denial can cast a supression orb on you on turn 1 and there is very little you can do about it.  (if you know he is going to do it you can throw a wall up and hide behind it, but usually its too late)

Strategy and Tactics / Re: Opening moves
« on: September 28, 2012, 11:27:28 PM »
If I am a Wizard, is there any reason not to summon my familiar first turn to get him generating mana?  Is it better to get the Voltari out first, I reasoned the position of the spawn point would not be that important because you can teleport with a mage wand, mainly want to protect it to get extra actions and and extra mana

Is the necklace for 1 channeling worth it or does equipment get nuked too fast the first few rounds of battle to really matter?

Rules Discussion / Re: Double Casting a Wand
« on: September 28, 2012, 11:59:37 AM »
So you can or cannot dual wield two Mage Wands

I believe the answer is yes you can dual wield but not two Mage Wands because they have the same name, but I want to be clear, because two Mage wands would be very nice

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