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Topics - Pyrion

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1
Alternative Play / OCTGN statistics
« on: August 07, 2018, 10:16:10 AM »
Hello everyone!

I'm not sure if this topic was already discussed (at least i didn't find anything) but wouldn't it be cool if OCTGN would gather statistics of all kind after every mage wars match which is played?
Like:
- Which mage is played the most/least
- Which mage wins most often
- How often does a specific card get played
- ...
I think you could come up with an endless amount of statistics.
This data could be a very interesting basis for discussions. Arguments of past discussions were often based on assumptions and estimations which isn't necessarily a bad thing but hard numbers are more precise and they were gathered from just one source. Of cources they should not replace personal experiences but rather be an additional help for judging.
The question to the coders is: Would it be possible to implement such a feature in the mage wars octgn module?

2
Mage Wars Academy / Kharne, Horned Demon - Team Games
« on: August 04, 2017, 07:19:56 AM »
Hello everyone!

I recently played a Team Game of Mage Wars Academy (2 Beastmasters vs. 1 Warlock and 1 Wizard). The two Beastmasters together had 7 creatures. Then at the end of a round where the Beastmasters had initiative the Warlock brought Kharne to the table and suddenly the Beastmasters where facing an 11 dice creature that killed one of them with one attack at the beginnig of the next round because they had already some damage on them.
In my opinion something like this should not be possible in Academy. I don't see any problem in 1 vs. 1 games either in Arena or in Academy but in Academy Team Games Kharne kind of destroys the game balance. A simple fix for this problem I could imagine would be a dice limit for the effect similar to the one of Gloranna.

I'm not sure if this topic was already discussed here and I might also overlook something.
What do you guys think about it?

3
Rules Discussion / Changing the legality of enchantments
« on: April 22, 2017, 06:26:53 AM »
My opponent enchants one of my creatures e.g. with Tangleroot and reveals it then I enchant the same creature with Eagle Wings which makes it an illeagal target for Tangleroot. Does the Tangleroot get destroyed in this case?

4
Spellbook Design and Construction / Flying Leviathan - Siren
« on: March 28, 2017, 01:26:54 PM »
Hello everyone!

I wanted to share my new deck idea with you. I want to mention that this is my very first deck for the siren and I haven't played many games with it.

Mage: Siren

Attack
2x Swell
1x Surging Wave
2x Acid Ball
1x Tsunami

Conjuration
4x Shallow Sea
2x Tanglevine
1x Coral Barrier
1x Wall of Bones
1x Mana Crystal

Creature
1x Sherean Leviathan
1x Water Elemental
3x Shoalsdeep Tidecaller
1x Naiya

Enchantment
2x Eagle Wings
2x Astral Anchor
2x Hydrothermal Vent
2x Lullaby
3x Chant of Rage
2x Arcane Ward
1x Cheetah Speed
1x Bear Strength
1x Falcon Precision
1x Mind Shield
1x Regrowth
1x Nullify
1x Healing Madrigal
1x Enchantment Transfusion

Equipment
1x Leviathan Scale Armor
1x Leather Chausses
1x Leather Boots
1x Leather Gloves
1x Shoalsdeep Trident
1x Mage Wand
1x Ring of the Ocean's Depths
1x Ring of Tides

Incantation
3x Dissolve
3x Dispel
1x Seeking Dispel
2x Teleport
2x Force Push
1x Purify
1x Minor Heal
1x Heal
1x Clear Mind
2x Shift Enchantment

As the title says this deck is all about the Sherean Leviathan and giving him the flying trait (if possible for the whole game).
A flying Leviathan in a shallow sea is just epic. First of none of the enemy creatures can melee attack him, beacause they all get restrained and therefore loose the flying trait. They also can be ignored while guarding out of the same reason which allows my Leviathan to attack whichever creature I want to. Because of unstoppable he cannot be pushed out of the zone which in combination with Astral Anchor means that it is very hard for the enemy mage to get his creatures out of the “death zone”. Even if the Levi is attacked with ranged attacks he is protected very well because of his 3 armor and his tough -3.

My normal opening is:
Turn 1: Double move and cast Ring of the Ocean's Depths
Turn 2: Cast Leviathan and enchant him with Eagle Wings
Turn 3: Teleport him (if necessary) to the opponent mage or even better to his spawnpoint if he has one and cast Shallow Sea into his zone


Turn 1: Move one zone and cast Mana Crystal and Leather Chausses
Turn 2: Move one zone and cast Ring of the Ocean's Depths and Leather Boots
Turn 3: Cast Leviathan and enchant him with Eagle Wings


From this point on I try to get all the enemy creatures into the zone with my Leviathan by using push effects (attacks and Force push wand), teleports and chant of rage. To prevent my opponent from teleporting either one of his creatures or my Leviathan out of the zone I enchant it with Astral Anchor. With Bear Strength on it and therefore 10 attack dice (+piercing 2) my Leviathan will be able to knock out one small creature every round. Bigger creatures get also killed very fast (most of the time I need 2 - 3 rounds). With healing spells and purify in addition to all of his protection I prevent my Levi from getting killed. In a longer game I also have the opportunity to bring out some other creatures such as Naiya to give me more actions and mana. Once the majority of the opponent creatures is killed I focus on the mage e.g. by tanglevinig him and attacking with the levi, my other creatures if I managed to bring them out and my mage (Attack Spells and Trident).
If the opponent uses many creatures Tsunami can combo pretty well with the restrain-ability of the Leviathan. Just cast it when most of the creatures are trapped in the “death zone” and you will get a very high amount of attack dice.
The rest of the spells is just standard stuff and/or helps to support my main strategy.

Please let me know your thoughts about my deck. I’m glad about every advice you can give me!

5
Spells / Force Wave
« on: March 13, 2017, 12:05:09 PM »
Hello everybody!

I'm not really sure how to interpret the phrase "All creatures in target zone are Pushed 1 zone away in the same direction".
Does it mean the complete opposit direction of my mages zone or is it also allowed to push the creatures "sideways"?

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