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Messages - Gewar

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Spells / Is Mana Flower a flower?
« on: March 19, 2014, 07:35:31 AM »
I know it has no gameplay effest for now, but it could and it would make sense that Mana Flower would have flower subtype.

Spells / Re: How essential is teleport?
« on: March 19, 2014, 06:57:34 AM »
A little offtopic - I really do not like an idea of meta spells. I would like to see some cards that would nerf teleport. Some ideas:
- enchantment that prevents it target from being teleported
- enchantment targting zone, which when revealed change destination of teleport to itself
- conjuration preventing teleportations in a whole arena
- enchantment allowing to be teleported to the same zone as creature using teleportation (to chase it)
- creature doing the same as one above
- effects that damage teleporting creatures
- unteleportable trait

But with those cards I would like to see more teleportations as well
- gate which makes two zones adjecent
- tree-walk for nature spell allowing to move beetween any two trees
- some backstab (teleport for short distance making ignore guards and or deffences)
- conjuration teleportation
- teleportation of an attack/spell (something similar to reverse attack/magic)

Rules Discussion / Re: Ranged +X and 0 damage ranged attacks
« on: February 23, 2014, 09:08:39 AM »
oh - I didn't notice "no damage" - thanks

Rules Discussion / Re: Plants, Bleed and Bloodthirst.
« on: February 23, 2014, 05:39:35 AM »
If there would be some Mushroom creatures in a future, would:
A: Bleed wording be changed, so it won't affect Fungi
B: Mushrooms would be Plants
C: Mushrooms would get an ability that they count as Plants
D: There would be a new trait Bloodless (and Plants would get it with an Errata)
E: Mushrooms would bleed

Rules Discussion / Ranged +X and 0 damage ranged attacks
« on: February 23, 2014, 05:25:04 AM »
I haven't seen this asked yet - how would Ranged +X work on creature with ranged attack that deals no damage? Ie. Hawkeye on Giant Wolf Spider?

BTW - I'm back :P

General Discussion / Re: Conquest of Kumanjaro - SPOILERS
« on: May 22, 2013, 08:48:39 AM »
Сan Transfusion move itself before to be destroyed?  :)

Seeking Dispel forces you to keep it unrevealed and Dispel can target only revealed enchantment - so it is not the case with those two. I don't know how it would behave in other situatins.

Related question - can you move Block etc. to prevent it from being revealed?

Spellbook Design and Construction / Re: Beastmaster Deathlock Swarm
« on: May 14, 2013, 10:09:16 AM »
I'd include more Tanglevines in order to deal with guards. You can attack with Redclaw or use Knockdown to clear the guard marker, but Tanglevine is just so strong at dealing with guards, and you really want to avoid losing your small creatures to guards.

More Tanglevines seams like an good idea, I'll consider this. For guards I have also many pushes.

I'm not big fan of Call of the Wild. I'd rather focus on persistent buffs like enchantments, totems, Marked for Death, and Redclaw, of which you have plenty.

CoW is used sometimes (ie. when I am in bigger group on the other side of Wall of Thornes) and that's why I have only two of them. They're cheep enough in my spellbook to keep them.

I've never really tried Bull Endurance. It's expensive enough that I feel like I should just have another creature or use Bear Strength on my big creature instead.

Bull Endurance is handy for Sosruko. Bear Strengh is bad choice for creature that will die soon.

Chains of Agony seems a little odd in this list. You have 2 Rajan's Furies, so your opponent is already penalized for trying to kite you. Combined with your Fast creatures I'd rather use Magebane or Ghoul Rot.

Yeah... Chains will be thrown away... I think I was trying to much tu suprice my oponent.

Why do you run so many Timber Wolves? They're too expensive to swarm effectively, particularly without a Lair. They can be effective support for a Redclaw, but 4 seems excessive, particularly when you're planning on swarming.

Wolf play suppouse to be my alternative play to pure swarming - just to keep my oponent not sure what will be comming against him. Maybe I'll reduce numbers to 2 Timber Wolfs.

Teleport is more flexible position control than Charge or Force Push. You should keep the Force Pushes for Wall of Thorns plays, but a Teleport would help in a wide variety of situations, and is much more flexible than Charge.

Teleport is lvl2 out of school. I'll keep my pushes.

Do you really need 2 Poison Bloods and a Deathlock? That seems excessive. I think you're overvaluing healing effects that your opponent might use, and undervaluing healing effects that you could use.

Deathlock is my first option. And I'll put PB as soon as my Deatlock is in danger - otherwise my enemy will start healing. And this build has no economy, no healing and not many lasting creatures -> I want to kill my enemy early.

You don't have a great option against an early anti-creature conjuration. Turn 1 Mordok's Obelisk, Idol of Pestilence, or Suppression Orb would be hard for you to deal with, since you're big creatures aren't particularly scary or resilient. Steelclaw helps with those types of situations more than Redclaw or Cervere.

I Have Force Hammer - if it would not be enough it will be close and I can deal remaining damage with creatures or mage.
Cervere + Rajan's Fury is strong combination, as it can run around and get charge bonus every time.

You have some good options overall, but your options seem a bit weighted towards dealing with things that won't always be an issue, and your creature distribution seems a little awkward for the way I think you're planning to play. How often will you really need 4 Timber Wolves and 2 Emerald Tegus? You also don't have great options against the hardcore swarm counters, since your 1-2 big options are relatively weak, you have few enchantment buffs, and you don't have a good equipment play available.

Some numbers are due to the fact that I have limited number of cards and I am not using proxies. I love Grizzly, but I feel like it not belongs here :P But with few more spellbook points I may add it.

Thank you for your insight. What I am planning to use, from your ideas:
- more Tanglevines
- no Chains of Agony
- less Timber Wolfs
I'll also look if I can fit something more to be a little more versetile (I mean not prepared for everything, but more unstopable in doing my job).

Spellbook Design and Construction / Beastmaster Deathlock Swarm
« on: May 13, 2013, 01:46:20 PM »
Ring of Beasts
Staff of Beasts
Elemental Cloak

Timber Wolf x4
Bitterwood Fox x5
Ferral Bobcat x3
Darkfenne Bat x2
Emerald Tegu x2
Thunderift Falcon x3

Marked for Death x2
Poisoned Blood x2
Chains of Agony
Bull Endurance x2
Cobra Reflexes
Rhino Hide
Bear Strenght
Cheetah Speed
Block x2

Call of the Wild x2
Charge x2
Rouse the Beast x2
Force Push x2
Knockdown x2
Dispel x2

Jet Stream x3
Force Hammer

Rajan's Fury x2
Tooth & Nail
Wall of Thornes x4
Tanglevine x2
Renewing Spring

This is fast, swarm build. I start with Ring of Beasts and try to cast at least one creature every turn.
During the following turns I put one of two Rajan's Furies and try to cast Marked for Death, as those are very effective with swarms.
After dealing some damage to the enemy I put Deathlock - it does not hurt me that much, as my small animals die from one or two hits anyway. In the following rounds I try to play Poisonous Blood and keep it face down for times when Deathlock is destroyed and when my oponent tries to heal.
I try to spread my creatures in more than one Zone, to avoid zone attacks.
If my oponent is shooter I try to block LoS of my oponent with Walls and use ground units (Foxes and Bobcats can freely run through walls). Otherwise I focus on flyers.
As I use deathlock, I don't have much healing (Staff of Bests and Renewing Spring (which can remove conditions and does not use my mage's action)) and focus rather on preventing damage (Armor, Blocks, Cobra Reflexes). Bull Endurance is the only enchantment that I find worthy to cast on my weak creatures (and reveal it before Deathlock).
Force Hammer is mainly against Obelsik and Orb.
Force Push and Jet Stream help me to charge a lot and both can be used effectively with Wall of Thornes.
I like to play at least one Bat or Lizzard just for psychological game - your oppnent can't heal and surelly would not be happy with poison.

Rules Discussion / Re: If life enchantment is removed
« on: May 09, 2013, 08:44:23 AM »
You have life and DAMAGE (not health) - so if you lose your life and it than your damage will be equal or highier than your life, you are dead.

Losing and gaining life does not modyfy your damage (and vice versa)

Strategy and Tactics / Re: Forcemaster Psylock help
« on: April 19, 2013, 03:42:37 PM »
Just random idea - use it to slowly get rid of some strong creatures, while Forcemaster focus on killing enemy Mage:
- it ignores armor, guards and comon resistances
- since Forcemaster uses a lot of pushes and force holds, that should not be a problem to put creature in Psylock's Zone
- it is flying, so it is harder to kill

General Questions / Re: Teleport into Tanglevine?
« on: April 08, 2013, 12:00:15 AM »
Quote from: "DaveW" post=10595
Here are a few questions revolving around the main thought of whether a creature can be teleported into a tanglevine:

1) [strike]Must a tanglevine have a target to entangle when it is cast?[/strike] Target is corporeal creature, so no.

2) Does a tanglevine go away if its original victim gets teleported out?

3) Is it possible for something to be teleported into a tanglevine that does not currently hold a victim? I know that you can teleport something out of it, for example.

4) Would the tanglevine have to be one that you control to teleport something into it, or could you use your opponent's (unoccupied) tanglevine for this (presuming this is legal at all)?

As a side note, I am thinking that this might be an interesting tactic in temporarily incapacitating a flying creature. Thanks!

2) Tanglevine is destroyed in such scenario.
3) No - Tanglevine have to be attached to it's target or it would be destroyed - so there would be no situation in which Tanglevine does not hold anything.
4) Irrelevant, because of 2) and 3)

Side note - yes - you can Knockdown/Slam/Stun flying creature and than put Tanglevine on it to prevent it from become flying again :D

Spellbook Design and Construction / Re: Teleport-Golem Build
« on: April 06, 2013, 03:20:59 PM »
Quote from: "paradox22" post=10494
Quote from: "Bishop084" post=10486
Quote from: "Tacullu64" post=10483
All promos will be released in a future set. They may have different artwork though.

Is this confirmed somewhere? If so, that's great.

All Magic promos are just alternate art and/or foiled, but some of the stuff I'm seeing as promos for this game are major boons to their respective schools.

It's confirmed, can't point you to a link or anything, but I've seen it in writing from the games creation Bryan Pope.  No worries.

Link to official confirmation:


Shadow is absolutely right. Galador and for that matter all promo cards will be available in future sets. The art may sometimes be different, but the card mechanics itself will always appear in a future expansion. And we expect to have all expansions make it to Europe.

Spellbook Design and Construction / Re: Labirynth of Minotaur
« on: April 06, 2013, 03:21:22 AM »
Quote from: "spike.hsueh" post=10459
New druid seems to be able to use her plant to make a Labirynth

Yeah - I can't wait to make Pan's Labirynth :D

Spellbook Design and Construction / Re: Labirynth of Minotaur
« on: April 05, 2013, 10:32:50 AM »
Quote from: "spike.hsueh" post=10431
mountain gorilla has climbing trait
might use it in the deck

It's good idea (but Gorilla is lvl4 creature, so it will cost 8 points to include in Wizard's book).

For now, an idea of the labirynth is suspended, because there was no Minotaur in the expansion :P

Rules Discussion / Re: Dancing Scimitar vs flying
« on: April 02, 2013, 03:25:25 PM »
It can fly only close to the Mage - and flyiers can easly fly out of reach of Dancing Scimtar.

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