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Messages - abyssalstalker

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General Discussion / Re: The future of Mage Wars
« on: December 20, 2017, 02:06:49 PM »
I am pretty sure druid is one of the four academy mages to be published in 2018.
I hope i really hope the creatures have famme + and water immunity, root and uproot.
It is not difficult to understand that plants burn more easily.

If I was a betting man, I'd say Druid, Necro, Paladin and Siren are the 4 mages. Bringing all arena mages to academy.

That being said, I'm hoping they somehow incorporate conjurations in there for Arena. Some of my favorite plants / vines for the druid are the conjurations. I would really like to see more.

General Discussion / Re: New Sets In OCTGN time frame?
« on: September 28, 2017, 09:45:56 AM »
I was watching Tuesday's with Puddnhead 8 and they do seem to be playing with both sets included. I can't seem to find the new cards on the forums, though. Maybe they're still testing?

Website Support and Feedback / Re: Spellbook Builder
« on: January 26, 2017, 07:44:17 AM »
And you are even smaller of a company then you were since letting Aaron go.
Is there an announcement of this somewhere? This is my first time hearing this. I really liked Aaron.

Spellbook Builder / Re: My spellbook builder
« on: January 24, 2017, 02:00:59 PM »
This is pretty awesome work my man. Academy and the unreleased promos will make this A+.

General Discussion / Re: Forged in Fire Rules
« on: September 02, 2014, 09:29:16 AM »
Thanks for the rules, been looking forward to those. Will the official comprehensive codex be updated as well? I use that document a lot in my games and it could definitely use the runesmithing, disable, dissipate and zone control terms.

Harshforge Plate increases the cost of casting incantations and enchantments, not the reveal.

Great, thanks. That's definitely what I was leaning towards.

Sectarus can be used to place a "Rise Again" on a creature. However, to place the enchantment the sword must damage it's target. Therefore, damage must be applied, and if that damage would kill the target then there is no one to cast "Rise Again" on.

The Power Rune only works with items that give you spell actions. Discount ring while awesome, are not improved by the Power Rune. The Horn of Gothos does not give you a spell action. It has a triggered ability that occurs when you use your battle orders. So, it is not improved by the Power Rune either. Even with that said the Power Rune can be used in conjunction with Elemental Wand, Mage Wand, Helm of Command, Wand of Healing, and Dispel Wand.

The disable ability is pretty simple. If it is a trait, then it stays, but if it grants another object a trait then it's gone. Basically, traits are a pretty intrinsic part of an object, but things like Dragonscale Hauberk that grant the Armor +2 trait to a mage, can be turned off because that is the ability of the equipment, to grant that trait to another object.

Glad my instinct was correct on Rise Again. When I saw Carmen kill something with the dagger than reincarnate it I was like, "damn, that seems too good to be true." It's still possible to utilize the dagger this way, though. Just damage something and finish it off with another creature rather than deal the killing blow with a Rise Again enchanted dagger. I have to give her some credit because that is still a pretty clever use of sectarus.

Thanks for clarifying the Power Rune. I foresee it being used mostly with Helm of Command but having it with a wand would be really nice too if you wanted to pursue that route.

Would you mind addressing the Harshforge plate question regarding enchantments? Do you pay the additional cost to place it on the enemy mage or when the card is revealed?


I knew that but was asking for clarity's sake. The way I think about it is items on or below the attack bar are Disabled, but items on the top (subtypes etc) and side (Channeling, Armor, Life) stay in place.

I am not sure this is 100% but I think it covers a majority of cases....

This is actually pretty legit and probably the easiest for me to understand. So, wouldn't you be able to disarm reflex boots or deflection bracers, then since it provides you with defense? If you can disarm armor it seems only natural to be able to disarm a piece of equipment that provides defense. However, this becomes a bit weird with an item such as Spiked Shield which has an innate defense of its own.

Are damage barriers are also affected by disable?

I'm going to assume that even if there is 2 disarms on Sectarus  it will always gain a mana each upkeep since it has an innate channel ability on the item itself?

It seems that since disable is removed during the reset stage that unless you have more than one disable that traits like regeneration or channeling +1 (like moonglow amulet) won't be affected since that happens later during the upkeep stage.

They made some pretty serious errors but that definitely comes with the territory of a game with hundreds of cards. The most glaring is how they perceive piercing in my opinion. Overall, I think for casuals they did a pretty good job.

In fact, a couple of plays they made were very surprising and I'm unsure if they actually work. If you use Sectarus with a Rise Again would that be a legal play? It says that if the sword is used to attack and damage you can cast a spell. When does Rise Again get casted? Before or after damage is resolved from the swing? It it is after the damage is resolved, isn't the target dead so you can't cast Rise Again on it?

The General Signets ring with the Power Rune (-1 mana) was pretty creative as well. It seems that it is ruled that the rune can't be placed on mana discount items but it was still a pretty smart play and I could see it being possible. That being said, would we generally see the power rune on stuff like wands? I also assume it could be used on Helm of Command. Could it be used on an item like Horn of Gothos in which the equipment has a cast type of action?

Carmen had "Ghoul Rot" attached to the warlord before he brought his Harshforge plate out. When she later revealed it, he had her pay two extra for the harshforge plate cost. I was under the impression the cost came when you targeted the mage. Anyone know what the ruling is on this?

Disarm - I'm not entirely sure how powerful this is. They mention it doesn't affect traits yet they said in the preview it can strip dragonscale hauberk. Isn't armor +X a trait? It also said it doesn't affect defense from something like the reflex boots. I can understand it stopping you from swinging with a weapon or not being able to cast with a wand or use an ability like the horn of gothos... but after that it gets really confusing. Is there an easy way I can understand this?

Thanks for sharing, I've been waiting for this.

Any idea what the ruling is on the runeforged -1 mana on the generals signet ring? That does seem pretty strong. At the same time, that makes that ring very desirable for a dispel.

Alternative Play / Re: Team Play
« on: April 16, 2014, 09:29:40 AM »
I am hoping to make this available with the next release and one of the reasons we changed the board size with the release to make this easier.

This is awesome news. Can't wait to get into some sweet 2v2

Alternative Play / Re: Team Play
« on: April 15, 2014, 09:13:42 AM »
Hi Schwenkgott,

How did you manage to use a 6X4 board via OCTGN? Did you use the alt board markers? I would love to use two game boards but haven't seen it implemented, yet.

As far as your teleporting is concerned - yeah, it does happen. In fact, I'd say teleport is one of the spells that usually swings the game one way or the other. However, the game is long (usually 3+ hours) with a 6X4 board (I love longer games though, but I'm just stating a fact) so removing the offensive teleport could really extend a game length. You can usually get a sense of when one is coming and in that instance just make sure to have a nullify or make sure your not in a position to get thrown into a bad position. Remember teleport has a certain range of 0-2 for target and destination!

As far as having two different mages on one team.... does that really matter? I haven't found any issues with people choosing the same mage. If they both go necro and swarm zombies they lose a lot of versatility. There are cards that could benefit both mages though like that one that buffs all friendly zombies but that is the trade off. I personally like to run a defensive and an offensive mage on a team. One who goes forward and initiates and the other to support. However, I've seen two aggressive mages, too. I think the 2v2 dynamic is great that it allows more variables like this.

Alternative Play / Re: Mage Wars v1.5.0 for OCTGN is ready for play
« on: April 07, 2014, 08:13:28 AM »
Great work, sIKE!

Thank you everyone for your continued work on making OCTGN an incredible platform to play Mage Wars on!

Hi Sike,

I installed the new version today and have been playing around with it. Great work on the update. Lots of nice features! This post is entirely about the multiplayer variant since that's all I've tested so far.

While I love the idea of building my own modular board, I can't help but go crazy that I can't see the zone backgrounds and arena boarders. My cards just feel lost and it takes me out of the game. I was thinking if we added a basic pure black card that's the size of a normal zone (~8"X7.5") we can quickly throw down the amount of zones we'd need. To make zones larger in case of a large battle we could just throw two zones right next to each other or slightly overlay it if we only need a third of it, for example.

This would also completely eliminate the need of a zone intersection tile since you could just leave a tiny space / line between zones and the natural yellow background would serve well to differentiate different zones.

My only concern with this approach is how easy it may be to accidentally drag a black background card instead of a playing card. Is there a way to lock cards after they've been placed? If so, then I feel this would be the most ideal solution.

Alternative Play / Re: 2v1--2v2 style!
« on: March 03, 2014, 03:27:46 PM »
I like this idea a lot. My group generally only plays 2v2 since they don't enjoy the pressure of 1v1. Sometimes we only have 3 people and I have a strong urge to play Mage Wars.

I'll have to give this a try and tweak it in the future!

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