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Topics - iNano78

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1
General Discussion / Mage wars “Skinny Mini” standees?
« on: March 14, 2023, 09:38:34 AM »
Whether for a Mage Wars 2.0 or an official 3rd party expansion/bling for Mage Wars Arena, I’d love to see a Skinny Mini set of Mage Wars mages (and perhaps some of the Legendary creatures, e.g. the most iconic from each school). Would really add some additional table presence at a reasonable price point (compared to custom or even 3D printed miniatures).





Skinny Minis

2
Off topic / Happy new year
« on: December 27, 2020, 11:26:25 AM »
All the best to the Mage Wars community in this rather unusual holiday season. Hoping to see the final MW Arena product(s) reach production in 2021.

3
Rules Discussion / Priest of Abenek
« on: May 28, 2019, 08:29:26 PM »
Priest of Abenek - Undead, Mummy, Cleric

As a full action, Priest of Abenek May place 1 direct damage on a living creature in this zone. If he does, remove 1 damage from a friendly mummy in this zone.

Question: if there are no damaged mummies in Priest’s zone (eg no other mummies and he himself isn’t damaged, etc), can he still use his ability to deal 1 direct damage? Even if there is a damaged mummy, can he opt out of healing? Would have been clearer if there was another “he may” before “remove 1 damage...”

4
Mages / MW Academy Druid and Elementalist announced
« on: July 08, 2018, 09:16:54 PM »
Names of upcoming 2 Academy mages released by retailers, such as GreatBoardGames.ca. Let the speculation - and official spoiler season - begin.

https://www.greatboardgames.ca/mage-wars-forcemaster-vs-warlord-8890.html
https://www.greatboardgames.ca/mage-wars-forcemaster-vs-warlord-8891.html

5
Rules Discussion / Cowardice / Mass Cowardice and higher level guards
« on: April 17, 2018, 07:57:11 PM »
Living level 1 creature is affected by Cowardice or Mass Cowardice. There is a level 2 enemy creature Guarding the zone, and a different target the creature would like to attack (e.g. a conjuration, perhaps a V'tar orb...). Since the L1 creature can't attack the higher level creature, is it free to attack a different target in the zone... almost as though it has the Elusive trait?

No, I'm not suggesting that an orb can be hit by bypassing a neutral Sslak this way; but if an opponent's creature is guarding, what is the Cowardly creature (dis)allowed to do?

6
Rules Discussion / Glancing Blow reveal condition
« on: January 13, 2018, 07:58:03 AM »
I should know this...

Glancing blow:
Quote
When this creature is attacked, you must reveal Glancing Blow at the beginning of the Roll Dice step. If you do, that attack rolls 3 less attack dice (minimum 1 die). Then, destroy Glancing Blow.

If the attack doesn't make it to the Roll Dice step (e.g. because it gets canceled by a defense or something), do I still have to reveal and ultimately destroy Glancing Blow? Or do I only reveal Glancing Blow if the attack makes it to the Roll Dice step?

In other words, should I interpret the first sentences of the card text to read:

"When attacked, you must reveal Glancing Blow. During the Roll Dice step, the attack rolls 3 less attack dice."

Or

"When attacked, if the attack makes it to the Roll Dice step, then you must reveal Glancing Blow. Then this attack rolls 3 less attack dice."

7
Rules Discussion / Promotion timing
« on: November 19, 2017, 08:12:31 AM »
Couple of timing questions I'd like clarified please.

Case 1: Soldier with facedown Promotion attacks a guarding creature and deals damage. Can Promotion be revealed before the counterstrike (to benefit from Armor +1)?

Case 2: Soldier affected by Battle Fury (or Sweeping Strike or Whirling Strike, etc) with facedown Promotion attacks its first creature and deals damage. Can Promotion be revealed before the second attack action, which then benefits from the Melee +1 on the second attack?

Thanks in advance.

8
Rules Discussion / Can a Wildfire Imp teleport when Restrained?
« on: June 25, 2017, 08:59:22 PM »
[mwcard=MWSTX2FFC13]Wildfire Imp[/mwcard]

Does "instead of taking a move action" require the ability to take a move action? If yes, it would seem that the Imp cannot teleport himself out of, say, a Tanglevine or Whirlpool, etc. (But could be Teleported out via Teleport, for instance).


9
Rules Discussion / Strongest
« on: May 03, 2017, 06:09:39 PM »
In a multiplayer match, does each opponent have a strongest creature (which activates KotRH's ability, etc)?

Is an uncontrolled Usslak (orb guardian) considered a strongest creature? Does an opponent's higher-cost creature overrule this, or will it always be the "neutral opponent's" strongest creature?

10
Spells / Arcane Missiles and Ranged +X
« on: February 27, 2017, 03:55:56 PM »


"Terrible card. Nobody plays it. OVERRATED! Sad."
 - Tweet from the President of Sortilege




I assume this counts as one "attack action" and thus only the first of its 3 attacks will get the Ranged +1 bonus for Hawkeye, Steep Hill, etc (despite not officially being "Sweeping").

Too bad...

Still, if your Wizard is running Hawkeye and a Steep Hill anyway (and probably Gloves of Skill, too), you can get 4 dice of Unavoidable, Critical, Ethereal damage on the first attack at Range 0-1 for 6 mana and a full action (to be followed up with an Arcane Zap, of course) - which is nothing to sneeze at. I'm not aware of any other way to get such a powerful Critical attack.* The 2-dice attacks at up to 2 other targets is a bonus. Of course, the (Air) Wizard isn't exactly hurting for Ethereal attack spells. Just trying to figure out a way to use this highly thematic spell.

* I guess it's technically possible to put Maim Wings and Hawkeye on your [mwcard=FWC12]Psylok[/mwcard] that's perched on a Steep Hill... then find a way to lure your opponent into Range 0-0. LOL. Screaming Zombie can't take Hawkeye, so that won't work. Ranged +X doesn't work on zone attacks, so Oscuda's out of luck. Even with all the tricks above, a Screech Harpy could only get up to 3 dice for its Unavoidable+Critical+Ethereal attack.  If only there were a way to give a creature "Poison +1" before pushing it through Wall of Poison Gas!!

*edit* Also, if your Hawkeye Wizard is perched on a Steep Hill, and also has Lightning Ring, he's already hurling 6-dice Lightning Jolt (4 mana quick-cast)/Arc Lightining (5 QC), 7-dice Piercing Thunderstrike (6 QC), 8-dice Lightning Bolt (8 QC), or 9-dice Thunderbolt (10 FC). So 4+2+2 FC Arcane Missiles aren't really overwhelming except against a very highly armored opponent (or Resilient Zombie swarm...).

11
Spells / Eye of Bael shenanigans
« on: February 25, 2017, 04:12:38 PM »
This card has been discussed in a few places, but those were mostly thread-jacks, so I thought it deserved it's own thread with compiled discussion.



Obviously you can cast this on your own Warlock and try to ensure a friendly demon creature attacks an enemy creature each round. And this can be combined with Demonhide Mask to make your Warlock's own attacks (including attack spells) count to activate Eye of Bael.

But an interesting thing about this spell is it isn't Warlock (or Dark Mage) Only.

... I would probably also cast Eye of Baal on my opponent to try and speed up the damage rate.

Now, before you get too excited, like I did, there are a couple of caveats when it comes to casting equipment on an enemy creature.  Here's what the Rules Supplement has to say about it:

Quote from: Mage Wars Rules and Codex Supplement, v4.2
Equipment

Equipment Control

The Mage to whom the equipment is attached controls that equipment. For example, if you cast Sectarus on a friendly Mage, he will be able to attack with Sectarus, and plan curse spells for it. This is different from other spells, such as enchantments and conjurations, in which case control is retained by the caster of the spell.

Note that you cannot cast, control, or use equipment which you are restricted from. For example, A Priestess cannot cast, control, or use a Staff of Beasts which is Beastmaster Only. See “Spell Restrictions”.

Replacing Equipment

You cannot have 2 pieces of equipment attached which have the same name or the same location. For example, you cannot have 2 Leather Gloves attached (same name). You cannot have both or a Bearskin and a Dragonscale Hauberk attached (same location).

If an equipment object of the same name or location is cast upon a Mage, if the spell is friendly controlled, the new equipment object is placed on the Mage, and the duplicate item (the original one which has the same name or location) is removed and placed in its owner’s spellbook. In this manner, friendly Mages can replace equipment on each other with newer or better choices. This might be useful for removing equipment armor which is no longer useful because it is corroded (see “Corrode”).

Note that if an enemy-controlled equipment object of the same name or location is cast on a friendly Mage, the new equipment object is destroyed and placed in its owner’s discard pile. Enemies cannot replace equipment items on friendly Mages.

At first I interpreted this to mean that, if your opponent puts an Eye of Bael on you, you can't simply replace it. But on re-reading, it would seem that isn't the case. If an enemy tries to replace your equipment (e.g. replace your Moonglow Amulet with Eye of Bael), the new equipment (EoB) gets destroyed and goes to its owner's discard pile. However, if your opponent put EoB on you first, you "control" it, so you can replace it with your own Moonglow Amulet, causing it to go to its owner's discard pile.

At least, I think that's how it works.

That said, if your opponent doesn't have an amulet to replace it with, their own option is Dissolve/Crumble (or Explode or Corrosive Orchid), or be stuck with it for the rest of the game, making it a cheap curse to play.

Too bad it doesn't have the Curse subtype.

Have you had success with Eye of Bael?

12
Loan from Voltari
Enchantment, Reveal cost 0, Target = Mage, Type = Mana
Epic, Dissipate 1

When you reveal Loan from Voltari, gain 10 mana.
When the last Dissipate token is removed, pay 10 mana. If you do not, you lose the game.



Contract with Infernia
Enchantment, Reveal cost 0, Target = Mage, Type = Mana
Epic, Dissipate 1

When you reveal Contract with Infernia, gain 12 mana and your Mage loses 6 life.
When the last Dissipate token is removed, pay 6 mana. If you do not, you lose the game.



Not sure if the target needs to be "friendly Mage" to prevent casting it on your enemy. I think Voltari would benefit your opponent, but Infernia might be deadly.

13
An untested Paladin spell book inspired by tanky spell books for Anvil Throne Warlord, Forcemaster, etc.

[spellbook]
[spellbookheader]
[spellbookname]Ehren's Apprentice[/spellbookname]
[mage]Paladin[/mage]
[/spellbookheader]
[spells]

[spellclass]Attack[/spellclass]
[mwcard=]2 x  Force Hammer[/mwcard]
[mwcard=]4 x  Luminous Blast[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=]1 x  Ballista[/mwcard]
[mwcard=]1 x  Battle Forge[/mwcard]
[mwcard=]2 x  Consecrated Ground[/mwcard]
[mwcard=]1 x  Enchanter's Wardstone[/mwcard]
[mwcard=]1 x  Hand of Bim-Shalla[/mwcard]
[mwcard=]1 x  Mana Flower[/mwcard]
[mwcard=]1 x  Tanglevine[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=]1 x  Cassiel, Shield of Bim-Shalla[/mwcard]
[mwcard=]1 x  Ehren, Enduring Paladin[/mwcard]
[mwcard=]1 x  Knight of the Red Helm[/mwcard]
[mwcard=]1 x  Messenger of Bim-Shalla[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=]1 x  Arcane Ward[/mwcard]
[mwcard=]1 x  Armor Ward[/mwcard]
[mwcard=]1 x  Ballad of Courage[/mwcard]
[mwcard=]2 x  Bear Strength[/mwcard]
[mwcard=]2 x  Critical Strike[/mwcard]
[mwcard=]1 x  Divine Protection[/mwcard]
[mwcard=]3 x  Divine Reversal[/mwcard]
[mwcard=]1 x  Falcon Precision[/mwcard]
[mwcard=]1 x  Knight's Courage[/mwcard]
[mwcard=]2 x  Nullify[/mwcard]
[mwcard=]2 x  Regrowth[/mwcard]
[mwcard=]1 x  Restore[/mwcard]
[mwcard=]1 x  Song of Love[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=]2 x  Champion's Gauntlets[/mwcard]
[mwcard=]1 x  Dancing Scimitar[/mwcard]
[mwcard=]1 x  Dawn's Bastion[/mwcard]
[mwcard=]1 x  Dawnbreaker Ring[/mwcard]
[mwcard=]1 x  Elemental Cloak[/mwcard]
[mwcard=]1 x  Harshforge Plate[/mwcard]
[mwcard=]1 x  Leather Boots[/mwcard]
[mwcard=]1 x  Leather Chausses[/mwcard]
[mwcard=]1 x  Radiant Breastplate[/mwcard]
[mwcard=]1 x  Signet of the Dawnbreaker[/mwcard]
[mwcard=]1 x  Sunfire Amulet[/mwcard]
[mwcard=]2 x  Sword of Radiance[/mwcard]
[mwcard=]2 x  Veteran's Belt[/mwcard]
[mwcard=]1 x  Wand of Healing[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=]2 x  Dispel[/mwcard]
[mwcard=]2 x  Dissolve[/mwcard]
[mwcard=]2 x  Heal[/mwcard]
[mwcard=]2 x  Lesser Teleport[/mwcard]
[mwcard=]1 x  Martyr's Restoration[/mwcard]
[mwcard=]2 x  Minor Heal[/mwcard]
[mwcard=]1 x  Purify[/mwcard]
[mwcard=]1 x  Remove Curse[/mwcard]
[mwcard=]1 x  Smite[/mwcard]
[mwcard=]2 x  Teleport[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

Goes something like this:

Round 1 (19): Battle Forge (8) + Mana Flower (5)
Round 2 (16+1): Ehren (5) + Regrowth on Ehren (5) (plus cheap equipment from Forge; e.g. ring or gauntlets; assume 3)
Round 3 (14+1): Martyr's Restoration (1) + either Cassiel or Messenger of BS (9) depending on urgency to heal Ehren (plus cheap equipment from Forge; e.g. ring or leather; assume 3)
Round 4 (12+1) and onward: Continue to gear up (e.g. armor, sword, belt; Regrowth on Mage), and start heading towards the centre of the arena; FD enchantments or Hand of BS or Enchanter's Wardstone are good early plays depending on opponent. Choose chestpiece depending on opposing Mage type and style of play (e.g. Harshforge vs "undo"; Radiant vs "aggro"). Have Cassiel cast healing and protection spells while Ehren + your Mage focus on offense, with equipment from Forge. If the enemy doesn't want to engage on your terms, cast Sunfire Amulet to get a clock ticking. As for damage output, melee sword + Scimitar + Luminous Blast can combine for a lot of damage against 1-3 targets.

Spells that didn't quite make the cut (yet):
- a second Dancing Scimitar
- a second Battle Forge
- Steadfast Boots (I'm afraid of getting Tanglevined while wearing them...)
- Helm of Justice (good against swarms, especially zombies)
- Iguana Regrowth for KotRH (who is mainly here for Sirens and Forcemasters)
- another Tanglevine or Force Hold
- walls. The only cheap one is Pikes, and it doesn't serve the function I'd want.
- more cheap enchantment buffs, like Blessed Focus, Knight's Courage, Paladin's Valor, Eye for an Eye, Brace Yourself, etc

14
Rules Discussion / Pillar of Rifhteous Flame and upkeep timing
« on: February 08, 2017, 07:26:52 PM »
1) If Pillar hands out a Burn (d12 > 8) during an attack caused by removing its Dissipate, do you roll for that burn in the same Upkeep phase?

2) Does it make an attack when you remove the last Dissipate (and does it depend on Initiative)?

15
General Discussion / Is it the end of Mage Wars (as we know it)?
« on: January 26, 2017, 08:49:20 AM »
OK, I hate to be "that guy" that starts a thread claiming the sky is falling, but there's some circumstantial evidence pointing in a bad direction for those of us that love this game.

1) The Mage Wars community celebrates as 2016 wraps up a big year for Mage Wars, with the Academy expansions, Paladin vs Siren, and Lost Grimoire v1 all hitting retail stores. Yeah!! On the other hand, there's no hope that the online card database or spell book builder will ever be updated, so it's up to awesome fans of this wonderful game to take matters into their own hands. 

2) Major rules supplement update posted on 2016-12-02 by Laddinfance. This would be his second-last post (as of this moment) on the Arcane Wonders forum; the last, a banana sticker opportunity + Hitchhiker's Guide reference. Note that Laddinfance's signature is "Don't Panic."

3) Word gets leaked that Aaron "Laddinfance" Brosman has been "let go." Since he's been the heart and soul of all things Mage Wars for the past several years, including leading the design and development of MW Arena expansions, monitoring the forum, providing rules updates, contributing to podcasts and expanding the in-universe lore, this is a big blow to the Mage Wars community/universe.

4) For the first time (e.g. in contrast to the previous 4 consecutive years), The Dice Tower's kickstarter campaign doesn't include any Mage Wars (Arena or Academy) promos. Arcane Wonders instead contributes Sherriff of Nottingham and Onitama promos (which they also did in 2016), but no Mage Wars promos can be found (uh-oh). Now perhaps this is just to scale back the release of promos, as otherwise they'll be committed to another Lost Grimoire (v2) rather than more gradually catching up on releasing promos in expansions (there are still many that haven't appeared in retail expansions). And it isn't really a big deal. But with 2) and 3) above, it surprises and worries me more than it otherwise would.

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