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Messages - MrBubu

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1
Spellbook Design and Construction / Re: Meditation Paladin
« on: July 18, 2017, 03:26:08 AM »
You say in your first post, that you meditate at least 5 times a game. How often do you meditate in your later games? It might be considering, (ab)using remove curse instead.
The amulett is 4sbps and after 4 uses you get 12 mana, but pay 4, so you get 8 mana for 5 actions.
For one more spell point you can use 5 remove curse to get 10 mana for 5 actions.
Also you never have the problem that you carry dead weight if you cannot afford to meditate for some reason. And having 5 or 6 remove curse will make many dark mages cry.

Of course if you actually do use it 6 times or more, than the amulett is better.

2
Spellbook Design and Construction / Re: Undead Dragon
« on: July 10, 2017, 07:02:08 AM »
Come on playing a Sardonyx necro would just be ridiculous

3
Strategy and Tactics / Re: Psychic Immune
« on: July 10, 2017, 06:58:32 AM »
I think druid and beastmasters can both put up enough creatures to deal with siren's call and CoR by sheer numbers. You of course have to adjust your gameplan in those situations.
It is probably only rarely worth the action for a siren to call a thornlasher or falcon (or maybe even a timber wolf). Same goes for CoR.
Yes both are very strong, and I am not saying that all you have to do is play more creatures, but it is one good way to lessen the impact. probably better than taking creatures just to counter those few abilities.

Think of it spell point wise. even if someone has 3 CoR, that's usually only 3 sbps. If you take the Spider you have spent 4.
If you would not take the spider otherwise, then CoR is not sufficient reason to do it.

4
If I have to boil it down to just to points I would say its because of
a) The length of play
b) Post-Luck instead of Pre-Luck

There have been discussions about a) already. in many cases playing it safe for a longer game is better if you want to win the game in the end. Some people don't like this as it feels like "dragging it out" to them. I can certainly see that this might be quite a few people and how beginners might be put off by being able to play only so few games.
Also there is no real way to make a "speed variant" as in chess.

b) you only know what will happen in a turn after you actually rolled the dice. So you have to think about what might happen if you manage to kill a creature and what if not. Should you take arc lightning in hope of a stun? What if you fail to stun? Does this put you too much behind mana or tempo wise? etc.
I think this is the main design flaw with MageWars. But I see why they had to do it. because having no luck, neither draw nor dice, would make it ever worse because one might feel compelled to completely overoptimize.

I have no idea how to overcome this and make mw less obscure :(

5
Mages / Re: Rise of the Necromancer.
« on: July 03, 2017, 03:14:41 AM »
Has anyone ever done some calculations on how much more likely you are to overkill resilient creatures? Eperience and some back on the envelope stuff suggest to me, that one point that makes resilient so strong is the higher variance in the damage you throw, together with the lower mean damage, thus leading to higher overkills.
I have not done anything concrete however. Would be interesting to put a number on it.
So you effectively waste dice on zombies. And it makes it hard(er) to plan the turn, when you cannot really say if a creature is going to die or not.

6
Mages / Re: Rise of the Necromancer.
« on: June 30, 2017, 05:46:40 AM »
I feel the necro has a strong economy, with 10 base channeling, potentially long lasting creatures, arena wide effects. That's why they can afford to meditate in the first place.

And of course he has problems against holy. But against non-holy mages? I think that's where he can shine enough to make him attractive for tournaments. PvS and academy priestess can somewhat seen as a meta-nerf to the necro but stil...

7
Events / Re: ADMW Winter Special Video Tread
« on: May 15, 2017, 05:33:58 AM »
Such a great idea. Thanks for the work!
And thanks for the comment on my game :) Always nice to have more experienced players share their insights

8
I would say you cannot. There is one "slot" called "after friendly creature action phase" and you used that slot for you qc. Now it's gone. I think there even was this situation with pre-errata Wizard Tower at a GenCon.
Maybe I can find it somewhere

9
Strategy and Tactics / Re: Primer For Convention Competitive Play.
« on: May 09, 2017, 06:29:59 AM »
he was being sarcastic to illustrate the need to know what is going on to avoid surprises for new abilities or spells in a tournament setting.

I figured that was also a likely possibility, but there was still a chance that he was being secretly jokingly serious. Someone had to ask. :P

"Somebody has to and nobody else will" - The Comet King - unsongbook.com

The nonexistence of Nature Attack spells became such a constant thing, that I sadly don't think we will get something other than burst of thrones anytime soon :(

10
Off topic / Re: I want the same spell book
« on: April 05, 2017, 07:59:01 AM »
can you buy suitable "pages" somewhere? I only find 3x3 sheets for cards and they are inserted the wrong way. I suppose you could take a spell book, remove the cover and then glue or sew it to a custom made one.

11
Strategy and Tactics / Re: Can Certain Mages Not win vs Others?!
« on: March 24, 2017, 09:20:56 AM »
I feel like people are misinterpreting what Enti is trying to say.
Try to think about it in terms of probabilities. If Player A and B are both well known figures in the MW scene and are considered to be very and about equally strong. Now A says "I will play a very aggressive Pally" and B says "I will play a Gate Wizard" and both agree to play 10 games against each other with those decks.

Now I offer you 1.01 return on a 1 bet on the pally. Would you take it? What if I offered 2?
In the starting post RDD was basically saying: I would only take this bet, if you offered me 9 to 1 or better.

Seems a bit much to me. But I personally would indeed offer at least 1.5:1 in that scenario.

Of course I might lose some money, but I expect to win money in the long run.

12
Spellbook Design and Construction / Re: Harpy Nest
« on: February 18, 2017, 04:07:20 AM »
With jet stream and the gale force ring it might be nice to include a wall. Especially since all your creatures fly.

13
Events / Re: ADMW Winter Special - OCTGN Tournament
« on: February 15, 2017, 05:35:38 AM »
did you even have the same enchantment? =D
and will it be on youtube?

14
Spellbook Design and Construction / Re: Larrick Druid!
« on: February 14, 2017, 03:31:47 AM »
I love a lot of tanglevines. It keeps the enemy mage where your plants are and let's you get around guards.

15
Spells / Re: Mordok's tome
« on: February 06, 2017, 08:18:48 AM »
how is it strictly worse? both option let you cast sd whenever you want. But if your wand gets dispelled eg in first qc, your sd is also gone, while with the tome you still have it.
Also switching is free with tome

I would still prefer the wand, as it preserves spell points after the second or third use.

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